Weekly Dev Update: 2017 August 11th to September 29th - 2 Months of Toil


#84

You were limited to the class but you still basically could play the game however you wanted minus bosses. I wasn’t forced to go out and find a hunter or mage or healer unless I wanted boss content.


#85

I am not sure how that is different to what we are proposing.


#86

What? I don’t understand. There is far more than just boss content in WoW that required multiple people. Professions, crafting, dungeons, raids, world bosses, many quests that require more than one player. Many higher tier crafting recipes required goods from 2 or more additional professions to craft, making you rely on other players or an alt to aquire. Only a select few generalist classes could tank/dps/heal at the same time, and they were always inferior to specialist in these regards. Is that not what the existing skill system provides? You can either be a specialist, or generalist, but you can’t do everything at the best at the same time.


#87

Agreed. My opinion on all this, is that the state of the game currently is pretty good. I do, however, think that everyone could do with a few more plots (without having to level past 50) and a few more skill points.


#88

Then that is just a simple case of balancing …


#89

#90

Yeah, that’s my point really. No major changes needed


#91

I don’t really see it as forcing. They aren’t a liability or anything like that. Having extra plots isn’t a burden.


#92

That very well could be true. Sometimes I have to remind myself that the game is not finished. But only because I really like the game and want this to be something I enjoy for a very long time. I do not want this to be a game I put down after a few months. I have 433 hours in the game since July 31, 2017. I fully expect that rate to continue. There are a lot of very passionate people playing this game. We all want this to be successful, even if we sometimes disagree. And also, most people try really hard not to attack of demean other players in the forums and that is really great.


#93

The difference is you offer Building in your game dynamic. Also 10+ years ago or whatever when I logged into WOW for the first time the game play contained the basics of their current model. They didn’t change it or try to change the whole methodology mid way through like you all are.

Does having many plots unused affect the server? Are the servers able to handle each person having 5000 plots? Is there a technical reason? Since I have asked this question in many ways and nothing was said I have to assume there is no technical limitation to plot ownership that would affect the servers.

If an overwhelming majority of players use only 60-70% of their beacon plots you must correlate that number against the actual time played and activity. You cannot make the assumption that because they only use that number it means they aren’t “interested in more”. Also having many plots not being used doesn’t affect the character. It is not a burden.

Not everyone is a builder or wants that but if it doesn’t hurt the system then you shouldn’t limit it. If this was how you all came to the rational on the plot numbers I can see why we have an issue now. Look at it this way… You could say 60-70% of people don’t use most of their money in their accounts. So why make it so we can have millionaires in the game like Omni. I think we should restrict the amount of coin each person can earn each level since many people don’t use it… of course this is an example but I needed a quick one. :slight_smile:


#94

Well actually we removed coin from levelling up and no one complained. Well at least to my recollection.

And I did mention it was high level players, 40-50.

Also wow constantly makes changes that divide the community.

Again, there is no limit. The issue is builders who want to build don’t have enough. We are looking at way to address this without giving other players something they don’t care about, have no use for and can’t get rid of from their inventory.


#95

When did that happen?


#96

When we added feats


#97

Ah, I wasn’t around then… I was wondering if I’d gone mad :joy:


#98

I am sure you didn’t mean it that way but it feels like you just took all my comments that I am making in good faith about helping you develop your game and threw it in the trash…


#99

If that is how it was read then that was not the intention. However, I have posted multiple replies saying the same thing elsewhere and that appears to have been ignored too.


#100

If that was the feeling then I didn’t want that either…


#101

As often before some players would like to experience in Boundless the same things they know and enjoy from other games.

Maybe try to look at Boundless as a possibility to discover a new style that doesn’t have to be less rewarding or enjoyable.

I started playing Boundless as an anti-voxel player. And I did bring my own taste and habits from other games. But Boundless gave me so much fun and challenges that I suddenly forgot about all that I wanted from the game and started developing taste for whatever this game offers.

Why not try to be open-minded and start liking and appreciating things different than what we are used to?

And to be true, the Devs here really listen to people even though they have quite clear picture of what they want. We already made them shape objectives system along with our suggestions etc. But I hope they don’t agree to all possible ideas cause that can change the character of the game too much. And why would we want another WoW or MC?


#102

There is no technical limitation on the number of plots a character can have.

There is a limitation on the claimable plots per world as each world is a fixed size.

There is no technical limitation on the number of worlds in the Boundless universe.

There is an economic limitation on the number of public worlds as a proportion of paid worlds.


#103

Paid worlds?