Thoughts about P.U.R.E. disbanding and player retention

Yeah, bummer though, pistons are the best

I loved MC, played for years with my boys way back. Downfall was that console never held a candle to PC with the mods and such. I at least feel that Wonderstruck has done a good job of keeping the overall experience the same for both, barring a few things like the test server and graphics options. Game content is the same, which I cannot say for other cross platform games I’ve played (Sims also comes to mind, horrible on any console, lol)

And least we’re finally getting place able water and lava blocks, hoorah! :grin:

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Wait, really? Give me a source for this info!

Scroll down to the farming section :+1:

Daaaaamn, completely missed that! Praise the gaming gods - ponds and fountains incoming!

Thanks btw :+1:

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No prob, I’m super excited that they integrated them with farming, dyes are another great addition!

that’s something I posted yesterday actually…

i could be wrong but i have talked about that with people before(saying this game could really use it) and remember hearing that it sadly is never going to happen due to the server stress in minecraft its super easy to create a server chugging machine if you dont know what you are doing and we got to remember that the game is hosted on amazon web servers and AWS was never really inteded for this kind of game hosting in the first place so i dont think they would be able to handle it form the starting gate.

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~renamed topic title to reflect the player retention discussion~

Boundless is not Minecraft. Boundless can implement circuits/programmable blocks in a way that makes sense for Boundless, including whatever restrictions needed/desired so the simulation doesn’t hog server resources. Discuss ways to achieve the features instead of “durrr, but Minecraft allows lag machines to exist.” Minecraft being the way it is has no bearing on implementations of other games.

You’ll need to be more specific about “AWS was never really inteded for this kind of game hosting.” What aspect of AWS makes it less suitable for game hosting than other infrastructure?

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AWS is more tailored for web services such has websites,music(IE spotify ) movie sites like amazon video not really video games when i took the AWS student course it kind of hammerd that point in that it allows for seamless cloud bassed usage scaling for your “web services”. the only case study i can even find of a company useing AWS for anyting other then database or web hosting is Ubisoft for watch dogs 2 and even then they where just useing AWS has a rely hub for there MP “Storm platform” (getting people into servers) the players where still playing on physical machines that where better designed to handle the stress

i can go into more detail in DM’s with anyone interested (just covered what was needed) has i dont want to derail the thread anymore

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That is just a long-winded hand-waving non-answer. AWS is a versatile platform that targets just about every use case one can name. It absolutely does provide services to enable high-performance game servers. The only argument you could make is that Boundless has a poorly designed architecture. Without detailed knowledge of Wonderstruck’s back-end architecture, you’re in no position to argue that their use of AWS is suboptimal (relative to dedicated servers, a different AWS-hosted architecture, or whatever other platform).

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Pure is going down while iconic is getting a t6 network up and running. Things come and go

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There isn’t lack off things to do I need to split myself in 5 to get my stuff done and I’m here since beta non-stop :slightly_smiling_face:

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I agree here. I always find something how too improve my base. @Heureka is good example here. I think he has one of the biggest bases kn the game. And its actually detailed very well.

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I still have lots to do and when shops are back I will have more as well, but… I have to admit that with a game like this I like to be able to do something else when I’ve been, say, building for 7 hours already and at max level with a full warehouse there aren’t too many activities left for me to enjoy.

Hunting is fun but 1 hour a day is more than enough (if at all) also not much need to go gathering and mining when my shops are closed and having quite a bit of stock of a lot of items anyway.
So farming and exo worlds are a much needed change for me to keep me going!

I mean, I rather switch it up with different activities and stay in the game then go watch some tv show or hang out here on the forums with you lot! :stuck_out_tongue:

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I believe this game will frequently feel like it has ‘Retention issues’ because it is frequently compared with games that focus on a single genre and do it well (case in point, Minecraft).

This game, whatever the original intentions were, has become a very niche game. It’s too grindy for people who enjoy more typical sandbox games, and has too little structured content (story-driven or in the form of frameworks for player-driven) for people that enjoy the more MMO style games. It just isn’t going to appeal to most people over any decent length of time. Though those that it does appeal to will stick with it for a good long time, because competition for whatever genre this is isn’t particularly stiff.

The only then we can really say about it is that Player retention is fine all the while that it’s keeping the game funded enough… which is an answer we don’t have I doubt that Wonderstruck are likely to keep us informed about the state/health of the game to that degree.

Isn’t that also just a hand-waving non-answer that doesn’t put you any more into a position to claim that AWS is functionally good enough?

Though I do agree with you on one thing, Boundless could have some form of mechanical structure. It would just have to be very simplified system where clock-cycles and logic nodes weren’t something you could build, and instead it would probably have to work with triggers and events/states. Whether that worked wired like redstone or ‘wireless’ would be down to Wonderstruck to decide. I’ve made suggestions in the past about how I think it could work without chewing up the Server. They certainly wouldn’t be any more intensive that calculating water-flow.

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I’m posting here because I do want to get the ideas I have out there. There are SO many opportunities with this game - I feel like taming creatures / pets and player-built vehicles and player-made clothing should all be on their way soon. Giving people ways to be creative and have things to do is essential. However, I am one of those people that loves to build and I have ideas for many new builds in my city - so creating furniture and other things that would make these spaces functional would be awesome.

Mainly, I want RNG options related to player rewards - like casino machines or to avoid a gambling connotation - things like gumball machines where you pay a set fee and receive a prize [This is taken from a similar set up with Phantasy Star Universe years ago… R.I.P].

I really think the functionality of builds could improve the game and make all the grind, time, and effort put into making builds worth it.

High performance server infrastructure is Amazon’s specialty. Loadkill is the one making the claim otherwise. The burden is on him. The thing is that he is not in any position to make such a claim, being ignorant of Boundless’s back-end design. Amazon has many dozens of different services that are used in combination to build applications. What server performance metrics does loadkill think AWS is deficient in? Compute? Storage performance? Network latency? AWS has high performance offerings for any metric you name. So he cannot make this claim without speaking to the specific services Boundless uses and how they are composed together. I’m pretty sure this is knowledge he doesn’t have.

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The issue with games is based on routing not hosting. You are sitting in America trying to send data to a server farm in Europe. The internet isn’t built to route that path efficiently it’s only built to route it reliably. Reliability isn’t enough for games that demand small pings.

Many big game developers actually develop their own routing solution to fix this. Riot for example basically has their own internet just for routing LoL packets. Boundless isn’t big enough to invest in that kind of solution but luckily there are some middleware vendors popping up that do build such networks for game routing that smaller companies can use.

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