I came here for am MMORPG style sandbox. Persistent/shared worlds where I could build things.
Iāve never played minecraft before, or any voxel building game, this is my first. Of the several games I checked out Boundless looked good, had most of the features I wanted, and offered a way to impact a shared persistent world like nothing else Iāve seen.
Also it was Brand New (omg sooo wrooooong) !
Anyways as an MMORPG boundless shows itās age, meaning itās pretty fresh really and obviously still growing. I spent nearly 6 weeks just learning to build and then understand the economic drives of the game. Boundless offers uniqueness here as well with the request basket thing going on. And (until this week) no steady PVE coin generation. Itās been pretty different.
I find it pretty vanilla/simple in terms of MMO complexity and grind. I understand there is an atypical thing going on here, with the PS4 players and voxel builders being used to a different sort of atmosphere. But Iām still frequently surprised when people comment on the complexity or difficulty of the game.
Complaining about a grind is just the neverending fodder of the MMORPG world - if some people donāt understand why maybe their complaints donāt seem to be taken seriously. Boundless is clearly balanced to time limited players.
I think of the game design as schizophrenic in a couple of ways. Itās clear that itās not what was originally conceived, and Iām sort of glad. A hardcore survival game thatās difficult AF with no inventory and no possible way to support yourself through the game is not something I think should have ever been called āBoundlessā.
Request baskets and footfall are two very interesting social experiments. Together, itās a recipe for poison. I think there needs to be more clarity surrounding footfall, and wonāt miss a chance to say request baskets should be deleted from the game. The economy here is endlessly stabbing itself in the back.
And in all the discussion about and focus on footfall, Iām not going to drag up this quote today but where everyone treats it as the only, desperately needed source of coin, James has been quite explicit that this is not the developersā focus and people should be looking at another feature if they want to request balancing for a steady stream of income. Weāll see how much of this is addressed by the chrysominter, I guess.
i do like how the chrysominter is set up to stimulate certain markets or activities overall and appreciate this much more than the ātrash canā I was expecting - a simple item sink for bulk waste.
I suppose I have a long list of thoughts and analysis regarding Minecraft Creative trying to meet up with a survival/sandbox MMO. Iām not really down on these guys, the more I pay attention the more I see what a juggling act it is that theyāre trying to bring together.
Iāll probably be buying another 6 months of gleam club here in a couple of weeks. I think itās important to remember that if thereās not something to strive for, be through time or level or equipment or consumable āgatingā then thereās not a lot of reason for it to be a āsandbox MMOā at all. I have no idea how to balance that in with people who want access to everything and āend gameā activities after 40 - 60 hours of gameplay.
I really donāt understand how ārefusing to participateā in the economy came to be some sort of badge of honor or something, though.
It seems the concept from the beginning was hard core, forced cooperative play. Partial concessions to solo play seem to be at the root of a lot of the ānot quite happyā sentiment I see.
I guess while in the end I wouldnāt have put in the time i have if I couldnāt EVENTUALLY do it all, I have failed to see the negativity in interacting with others to achieve my goals more quickly, and easily. Even though Iām borderline antisocial both IRL and, typically, online.
As someone who is apparently after something totally different from the OP this post got a little deep maybe but I have to agree (itās why Iām posting) that thereās just something missing that seems to keep a lot of people both interested and frustrated with the game. The hardest thing has got to be that itās different parts, for different people.
Unless there is a ācreative modeā associated with some class of private world, Iām not sure itās going to address anything but some plotting disputes tbh.
So sorry this may be sort of a ramble but youāve inspired me to it 