Most of the cool things you’re mentioning are built by rich people who can outsource their grinding.
It’s a fantasy game, I don’t want only rich people to make cool things.
Also once again you’re acting like people want 0 grind. Like I said, it’s the degree of grind on debate. You’re acting like I’m suggesting we turn the whole game into creative mode, which I’m not.
Example: if WoW made it so you hit lv99 after killing any monster it would be no fun. But it also would be no fun if it took 10irl years to gain one level.
Obviously these are extremes, but imo it illustrates the point.
People could build cool things if there were a little less grind.
I see where you’re coming from there. Would you rather see reduced recipe costs? Or would you rather see the grind be reduced in some other way like time it takes to craft things? Or an automation system for your machines to move ingredients to the next machine so you don’t need to manually do it?
Just curious what ideas have already been thrown out there for reducing the grind without breaking the balance?
I feel like we got derailed from the topic at hand a bit
I agree with @DKPuncherello that it’s the level of grind and the recipes could use some alterations.
But in reality once you get to the point where you have all the machines and AoE tools with a character that has two full skill pages or multiple lv 50 characters the grinding isn’t that bad. For me it’s the early game and mid game that needs seriously looked at to help with player retention.
As far as automation on the machines I’d love for them to all be connected while letting you count your chickens before they hatch… For example you want to make power coils starting with raw ingredients. Using the CMI(centralized machine interface) you can start your gems, furnace bases, etc. Then they instantly show as available resources so you can queue the next step of the process - but it’s set at waiting on X to begin craft. Similar to how the automated crafting works in Applied Energistics (Minecraft mod). The only issue is the need to integrate furnaces to process a lot of the raw ingredients.
boundless is boundless why do we have to implement stuff from other games? but this game has, but that game has… yea so? lets keep boundless boundless and let it have features no other game has and let the people say yeah but boundless has…lets keep boundless unique.
we already have features to beat most sandbox building games. of course it can do with much more but no-one said its the end of the game? i feel a lot-of people are impatient.
as a person who cares A LOT about feedback and communication between administration/developers and the players i do feel the developers need to communicate better on whats to come or whats next besides that boundless is boundless , so please stop and relax
NOTE: its not the grind that’s the problem its the people that became lazy <— true story
and because if the internet becomes laggy or the game is on maintenance
you could play offline to still enjoy boundless.
myself i wouldn’t play offline but if other people would like to then yeah so be it.
I always find the pro-grind players arguments to be amusing. First, Boundless is a Sandbox MMO and not just an MMO so the sandbox part of the game also needs to be considered and I have never had this level of grind in a sandbox game. It does not take me months to get enough materials to build and thousands of hours to get the space (plots in the case of boundless) to build a decent sized build.
As far as the grind being at the right level. . if we had a successful game that had a better player retention level then I would have to agree that the level of grind is fine. Since we do not have thousands of players a day like a lot of other sandbox type of games on steam (Oxygen Not Included and Space Engineers as two examples) and there are constant complaints about the level of grind, I will argue there is no basis for anyone to say the level of grind is fine for anyone other than themselves. Is it an instant reward mentality or is that just the red herring thrown out by the players that have the time or enjoy grind versus the casual players that would like to accomplish something in the limited time they play and do not see the value in mining for a few hours (which is all the time they get to play) and ending up with a pile of rocks. Hardly rewarding when they can actually start building a real base in the same amount of time in most other Sandbox games.
As far as the argument that the game has not been advertised. The fact is that even when the game is free or cheap, we get a small bump in players for a while and then the numbers slide back down (the free weekend and the humble bumble sales). So if these players do not stay, why does anyone think that an ad campaign will do any better at keeping players playing?
What makes boundless boundless? The mining, crafting, building, plotting, farming is all in other games - should it all be removed to make boundless more unique? Why can’t we look at what other games are doing and think “is this a good system to adopt?” if so, “how would that work in the boundless universe?”.
Have you ever been playing Ultima Online, Runescape or Mortal Online? Those are Sandbox MMOs.
I don’t know what is real definition of Sandbox MMOs but for me it is that it is not quest based and sort of freedom to do things how you like .
Too many MMO games are based heavy only on mob kill grinding and magical gear drops from mobs. It is boring to me: I rather hit rocks and seams that give loot and possibility to refine it something I want than have thousands of mobs playing role resource nodes and drop some bad RNG junk. I like that in Boundless you get what you want when you go to do certain task.
I think there is audience for Boundless, they just don’t know about it. If Boundless would have been single player game I would have been playing game maybe 8h to 20h and left it. Because of how I am limited with world rules and able to take part game share world with others, who I don’t need to know, makes game much more interesting