Warp Conduit Price

I agree with no warps from Sanctum: My suggestion is that the warp in the Sanctum should go only to your Home location, and setting a location as your Home location should have a cost associated with it. I personally now use warps almost exclusively as my means of travel, but bear in mind I am a level 50+ character with hundreds of hours invested. It’s appropriate that warps should be a little difficult to use I think, though I agree and have felt for a while that tying them to coin is a little clumsy and maybe we should be able to use something else (Oort Shards perhaps?) to be able to open them. Any additional warp or portal options would certainly be welcome as I feel like they are probably the coolest and most unique feature of Boundless. I always carry a stack of conduits with me just in case I meet someone and want to take them on an adventure

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Sorry bro but I have to disagree with everything you said except the fact that I carry around warp conduits as well. it is much faster to use warps than travel through the sanctum, but we need that portal there. make it cost more, fine, but we NEED the sanctum portal(s the way they are).

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The saved location list is too short to save all the places I want to go to. It’s only about 20? Can it be bigger?
Maybe Oort shards could pay for warps? Since even low level characters can raid a dormant meteorite.

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Totally agree. Thing about warp costs is that low income players (ie low level noobs) end up paying proportionally more for a warp. Still, at lvl 15, 7500 coin is potentially 75 warps. That’s assuming they have not completed other objectives for coin rewards along the way, which they likely will.

I think a cost balance could be struck to encourage the use of warps among low level players, but at the same time it’s good for gameplay to have some meaningful choices between risk/reward, or in the case of warps, cost/security.

So, with the current warp cost of 100c, a player is presented the delima to make a risky run home to save 100c, or spend 100c to safely warp home. If you lower that cost to warp, you’re reducing the weight of that decision. If the cost of warping is too steep, and the risk of walking is too high, then maybe we should look at the other parts of the equation? We could raise base income. We could reduce the risks of walking home. We could even make warps more worth the coin cost, or reduce the cost to produce warps? What if warps cost no materials, and instead are reuseable on a cool down along with the coin costs?

Edit: warps also play an important economic job as a coin sink. So, by removing coins from warping you are potentially making coins worth less by contributing to inflation. You might spend fewer coins, but they could be worth less than before.

What if warps could be opened with something else of limited value? My own head cannon has always been that coins are like oortian battery cells that, when combined, generate enough power to open a warp (hence why warps cost coin!). So, what if you could gather depleted coins as an alternative to open portals, but can’t trade or spend them with other players? Depleted coins could drop from slain creatures, be discovered in ruins, or occasionally discovered when mining or digging. This would limit the economic impact on lower level players, and could have its “drop” chance scaled inversely to a players level to grant economic relief to new players while not burdening high level players with thousands of nearly worthless drops.

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Maybe the incentive of walking home over warping, should come from the new style events we’ve got coming? Walk home, maybe get a meteor or two, perhaps something else random?
Warp, get nothing but speed, which sometimes you might purely want.

Not discounting cost, just talking about incentives :slight_smile:

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Remember we have to use coins to buy things and we still do not have enough data to even prove how the boundless economy will work since there are not enough people to validate data. Also home is no longer safe with meteors falling close.

Ultimately the issue is people can very easily run out of coin in this game if they don’t sell stuff or get good foot traffic. So warps immediately become a non-viable option. If warps were linked to a resource or something instead of coin that has more of an ability to be found then that removes the coin issue which is why I brought it up.

Maybe warps come from the meteor parts… so you have to mine them. Then for farther jumps you need some other resource added to the mix.

Basically there is local planet warp versus off world warp. I am more focus on local planet warp since that is what beginning people deal with the most. I am less worried about farther jumps beyond 1 hop too. If you are going farther than that in this game design then you are going to be more advanced and different dynamics play out.

All I know is I am on test and there is going to be no income and I have to run everywhere because I would never have going to fund a warp. I see this playing out in many places in production once we have 50+ planets. Income will NOT be guaranteed and warp portals are key versus actual perm portals on a “need” level.

Outside of all other factors… warp costs at low levels especially for 0 and 1 hop are a regressive type situation for players instead of a empowering situation.

A bit like I said over here?

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I remember devs saying that they want to encourage using warps by adding buffs when going through.

I was only referring to usage of warp conduits that I have seen dev comments on trying to get people to use them over sanctum. The buffs comment came from Havok only that I am aware of.

I think that cost should be proportional to distance on planet, so if whole planet is 100c than for 10th it would cost 10c. Planets are 4000-something big iirc, so you could go 400 blocks for a cost of 10c, which is most of your travels I guess.

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What about keeping the cost and adding something similar to the totem augment that is slightly more costly and make it an either pay coin or carry two items and one free inventory space for destination binding to warp. Then you can have varying types depending on warp distance strength with increasing costs to handle the added jumps.

Really love this idea. Right now I do not use the current black warp conduits. If even 1/2 of what you suggest is implemented I absolutly would use it much more often.

Do you not use the warp system because you rather explore or is it the cost? I am curious :sweat_smile:

I personally think warp conduits mechanic is working fine. It is the Sanctum portal that needs re-evaluation as it’s too convenient that it makes the warp conduits obsolete.

I really like this suggestion. Any change that would limit the available destinations in Sanctum would solve this issue. If I remember correctly, the original purpose of the portal in Sanctum is to get you out if your stuck AND choose other server if the ones you previously were is down. It’s not meant to be as additional convenience to us.

Edit: Though this will be quite convenient, I think it would be cool for portals in Sanctum to only transport you to the capital of that planet. This adds more incentive to be the capital and we could see more people frequently on these busy streets. hehe

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I have another suggestion: Why not make coin cost scale with the size of the portal? So if you use more Warp Conduits, you can reduce the amount of coin you have to pay. Most of the time I see people only use two blocks to make a tiny portal because that’s the most cost-effective way to use them.

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I am pretty surprised that everyone still focuses on coin for this in their opinions.

I don’t understand why cost should be a factor when coin generations is not guaranteed. If we made it fully resource based then at least it was something that a starter user could always get in some way via starter planet resources. Remember I am only focused on a change at a 0 hop and 1 hop situation. Something starter and low level people need help on.

Either way it is just a suggestion for the devs to consider since warp conduits are a regressive situation for beginners and low levels.

Daily Feats and Beacon Footfall can give you coins everyday should you always want a constant income. Buying and trading is another way or generating coin. If there was an easy tap to always get a vast amount of coin and not a way to remove it from the economy then it would just lead to inflated prices and bigger price gap between new and old players.

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While I appreciate you brining up the ways to make money, I am not asking to tap into any source of income or create an unlimited stream. We should not even be talking about economy when there is not enough people buying and selling to have robust enough data to have a discussion around it. We already have inflation and some prices 2x and 3x original cost of materials.

I honestly was just trying to address the warp conduits and how to increase the use of it and develop a way to encourage beginner people to use it more often. By aligning smaller jumps to resources over coin you can encourage it because there is easier access to that stuff.

Agreed! We want to encourage this more than portals. One of the changes we made was to make it so you don’t need a warp larger than 2 blocks now to make it easier. We’re also looking at other ways to encourage players to build warps in the wild and hop to new worlds. Like the new meteorite events, imagine if you could just see one happening on the next world. You would fire at it, build a warp and go there to take part. This is just an example, not what we are actually doing… :stuck_out_tongue:

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I am thankful for the continued effort on that.

I like the 2 warp idea. I really would love a special slot in inventory just for those blocks. Then I always have them on hand.

Maybe a resource addition could “lower” cost some that way we still have it linked to coin like you all want but does make it a bit less regressive for those new players that don’t have foot fall traffic or other larger income streams.

I do also think the objective to warp to another planet should at least give you 100 coin and not 60 when it cost you 100 to do. It really just feels wrong… lol.

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