Weekly Dev Update: 2016 May 13th - World Regeneration, Emotes, Extra GUI and more

Very exciting news!

What’s funny is that there are now ash blocks in the game. :smile:

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The world regeneration restores everything outside of a beacon to the state it was when the world was originally created, apart from “resources” (metals, gems etc). Resources are restored in a later pass so that the exact locations are not the same, and we can balance rate and amount of regeneration to keep the economy stable. It’s not completely random though, if there were lots of Rubies on the side of a particular hill last week, there are likely to be Rubies there this week, just not in exactly the same places.

We are planning three races in addition to the one we already have. The choice of race doesn’t effect the gameplay, it is a visual / customisation choice, and also a choice around lore and back-story.

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So no racial-specific passive/active abilities or bonuses or anything?


Also, thank you for adding the rough timelines. I know it’s a risk to announce these, but it means I can focus on getting my time with Overwatch, ESO’s Dark Brotherhood, and WoW’s Legion in before Boundless eats up all of my time :heart_eyes:. Definitely good to get a feel of not only where we’re at, but also “when” we’re at.

Also, @ben, I’m guessing we have you to thank for that absolutely stunning UI?

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Yeah, screw the backer survey results. Who cares about what their backer think anyway?

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A bit harsh :disappointed_relieved:.

I’d say let him clarify/explain a bit before jumping on him hehe.

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Thank you – I’ve put up another post about this: Race Abilities

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I’m definitely going to play with the worldbuilder once it is updated :stuck_out_tongue:

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Wow, lots going on this week, despite the sadness. Really excited for what’s to come gameplay-wise. I’ve added that GUI mockup to the collection.

I have a question: how are you, guys separate resources between precious resources and common world’s blocks?

the resources we’re talking about are those that will be found within rock (and glacier) and are treat specially by the regeneration system so that their placement into the world (by resource regeneration) is ignored, and their removal triggers a standard regeneration to the underlying stone type (not to the resource embedded type). The resource regeneration system will be keeping track of resource counts and distributions throughout the world to decide when to embed fresh resources into the world.

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So theoretically if someone would decide to mine a resource and hamstring it, that resource would at some point stop regenerating?

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The way i read it and the way i always have is

-Worlds regenerate precisely as they were before. Problem: Clumps of known resources which can be camped

Sooo Instead its like this

-World materials that are common (dirt, stone, wood) regenerate precisely as it was
-Gems and other rarer materials will regenerate as a common material (gem spot becomes stone)
-Common material will convert to rare material within the general area (You mine 10 gems. 10 stones gets converted to gems. Most likely at certain times)

So. Effectively what happens is that if you look at one part of a cave where there was 10 gems. when it regens there are none. But if you look at the entire cave system itself and there are 50 gems. Then the next time it regens there will be 50 gems again, but in different spots in the game

I must admit it is quite genius and i’m very impressed by it.

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I gathered as much my self from previous dev posts.

I was mostly aiming my hypothetical question at this part of the @lucadeltodecso’s post:

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Ah. Well not to butt in but the way i read it was “The system checks how many resources there are and when there aren’t enough it will put them into the game” which is quite the opposite of regeneration running out. But that is just the way i read it.

@lucadeltodecso response is compatible with how @Zouls has summarised the entire regeneration process - and how it also works.

Resources will continue to regenerate within that biome as they’re mined.

Additionally (for @zouls):

  1. The world regen and resource regen can run at different frequencies. This would allow a mine in a biome to “dry up” or “become exhausted” and encourage the players to continuously explore for new regions to mine. But the resources would eventually recover.

  2. We have a global control over the resource regen rate, this allows us to slow down or speed up the generosity of the regen to help control the economy of the game.

It’s basically triple genius!

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Do you plan to make it sort of “intuitive” (people go in and there are either gems or there arent) or do you plan to make some dedicated, either slightly or not lore breaking systems to warn players about the current state of the area (AKA going into a mine you can use a device to see it is “overflowing” or “depleted” of materials, or just a pop up if you want it less lore friendly)?

Are all resources completely put together (resource regen for every item). put into groups (Common materials, rare materials) or completely seperate (Topaz, Ruby, Wood, Gems)? So are you able to and planning to adjust the seperate materials when they appear to be lacking? And do you have certain plans or idea when to do it since supply and demand is a huge part of economy meaning that providing more gems when more gems are mined rather than let there be an absence of gems for a while affect the price of gems? (Effectively changing or straining what would else be a dynamic economy) and lastly would you be considering/planning to set different resource rates at different times enforcing supply and demand (For example one month ruby is on 200% regen rate and topaz is on 25% regen rate increasing the price of topaz for that period of) which would make an extremely interesting choice for merchants when to sell and when to save depending on how much of a certain material is in circulation at any given time?

Very much so. Its also a lot more elegant that the normal “materials pop up out of the air” like WoW does with various gathering materials such as ore veins.

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There is only base regeneration and resource regeneration (ores/gems/other things embedded in rocks), different ‘types’ of blocks that are in the base regeneration cannot be split apart, so the base natural resources of the world will always remain the same.

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By default - I would expect this to be a natural experience. More remote areas will simply seem to be more bountiful, and heavily mined areas will seem to be more barren.

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That said - given that the server does know how it’s regenerate resources we could consider including a feature (craftable item or ability) that would allow players to see some of this information. Something to think about in the future. Maybe it’s a skill for a Master Miner?

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Depends on the system used. I am going to assume that you guys will respawn materials in “clusters” of varying sizes. There are two ways i have seen the system be lorefriend and intuitive and then one system which would work would would be quite frustrating

The two systems which works well makes them either Findable or Trackable

Findable is what trove and portal knight uses. Quite simply it means that with the clusters there is always atleast one side which faces into free air. The rest of the cluster might be hidden but when people see that one item they know there are more and they know where to dig. This would mean when people walk through caves and there are no gems peaking out it would be obvious that the place was empty and if it was everywhere that it was bountiful

The second system is trackable which uses a device or gadget. I saw this is landmark where the materials were hidden deeper into the air and not always had one peaking out. The device would beep at different speeds varying on how close you were to a gem or metal source, when it was beeping rapidly you knew there was something in the area and you could dig for it. This would mean that if they go through a cave and it never beeps its empty and if it always beeps its bountiful

The last system is a lot more problematic in my eyes. that would be no gadget and no system that forces atleast one to face the air. this would be PURE randomly placed gems, which would also mean underground. if that was the case then a cave that is bountiful could appear empty because all of the gems are under the surface and it would cause a great deal of confusion and annoyance since it basically says “dig anywhere and hope you are lucky”

So as long as you include one of the two first systems you wouldnt need a ui warning but if you use the third there would need to be some sort of UI warning.