Seeings how this thread is more active then others, I’ll just leave this feed back here instead of necro’ing an even older one?
There is a decent amount of posts here already, and some of what I want to touch on has already been covered but I hope that I can approach the topics from a different angle. Consider this more of a “I think we could do this better” instead of “This aspect of the game sucks, I hate it, get rid of it” post. Also, I understand that Boundless is still considered an “Early Access” title, and as such there are many aspects of the game that have already, and will continue to change in the months and years to come. This is just my contribution towards it development, and a display of my fond affection for it. Please take it as such. Thanks.
I really enjoy the crafting system as it is. The different machines and process needed to craft things becomes more in depth as you progress through the tiers of metals/gems. This is spot on.
I am aware that there will be an additional “crafting update” in the months to come that will address many of the concerns people have brought up. That said though, I think these few items are worth requesting:
-Round up/down for component requirements and finished product amounts. (MY OCD BEGS YOU)
-Round times to the nearest minute/quarter hour/hour. Reduce some Mass Craft times.
-I’d really enjoy stacking all of one type of machine next to the same machine type in a row.
-We can has moar pretty block designs pls?
Currently “Hunters” are quite capable at their roles and currently have the best options for farming certain high end/late game items. (Gems,Oort Stone, Blood, ect.) Which is GREAT!!!
However…As a player who equally enjoys digging holes and exploring everything that this awesome game has to offer, I can safely say that there is a noticeable imbalance between Hunting and Mining/Non-Combat Exploration. After much time spent reading forums, checking tips from fellow players against what has been posted, and a bit of data gathering of my own, I can tell you that currently mining for gems is NOT the way to collect them in bulk for anything resembling crafting for a profit let alone personal use. Especially with the current world regen system. At most, my wife can effectively bring back anywhere from 5-20ish gems per 3-4hr dig. Me? 20 TOTAL. And I have 100 more hours invested thus far. Our first (and only) “Great Hunt” netted us around 120-150ish gems total of EACH TYPE. Further “hunting” on our part normally yields around 10-20 gems each an hour thanks to meteors PLUS everything else creatures drop. So in short, 1 hr of “hunting” equates to or exceeds ~150ish hours of mining…more if I add her time invested now too. Don’t even get me started on Titanium.
My idea(s) of a solution to this wouldn’t be an additional skill or item that shows where the gems/rare metals are.
-Increase the amount in each world/each regen cycle by a small percentage. (.1-.5%)
-And/Or increase the height/depth locations by a few meters.
-And/Or increase the minimum node sizes by a block or 3.
-AND/DO/MUST/NEED/PLEASE Increase yield per block by an amount of: Base + Luck Skill + Tool Mastery - Not-met use requirements.
1 Wild Gem Block
- Luck (0-1 for 1, 0-2 for 5, and 1-2 for 8 skill points invested.)
- Tool Mastery (0.50-2.0 based on 1-5 skill points invested.)
- Use Requirements (-1 for every point below requirement needed to use tool @ 100% effectiveness.)
=Total Gem Yield Per Block
For me, this would be 3 minimum with the chance for up to 5 with my current skills invested.
For a less skilled adventurer attempting to use the same tools I do without the required skills: 1.
-I would enjoy a “Harvesting” Mastery Skill or something that provided bonuses to gathering items in addition to ores/coals. Take meat/bone/wax/plants/ect for example. Either a skill bonus or tool that allowed for additional harvesting of these items. If I kill a herd of poor helpless space goats, I mean “Livestock”, then using lets say an ax/cleaver might yield more meat or bone, or both while harvesting.
-Tree Sap Taps.
-Fruit/Flower Planter Boxes (to just grow my own at home!)
The few points I would like to make about this do go hand in hand with a later topic: “Skills”, but I will attempt to keep the two separate.
-Gem weapons should be able to 1 shot any “level 1” creature when a player has “Power Bonus VIII” AND at least 4 points in that weapon’s corresponding skill…
-Most of the other points on this topic were addressed in the last big update/patches since. Bow accuracy feels really good. I’d enjoy more durability for gem bows, but nothing good can last forever I suppose.
-Creature attacks made against players that have a “homing” effect could stand to be ever so slightly less accurate. Spitter attacks should never be able to change direction in mid air…That is just cruel.
-Reduced/Remove wild creature spawn chance/rate while within 20-40 meters of an established settlement or home. (10 + plots?)
Oh boy…Where to start. Boundless doesn’t really feel as boundless as the name might suggest when it comes to this portion of the game. What’s good or bad about it is really a personal opinion and as such, I expect that quite a few people won’t agree with mine. Which is OK!
-There are soooo many choices!
-Invested skill points are noticeable. Sometimes even with just 1 or 2 points invested.
-What is currently offered and implemented adds a great deal of depth to the game.
-Investments are worthwhile and meaningful.
-Class/Profession diversity and community driven game play.
-The “Attributes” skills feel well balanced, well priced, and with not quite terrible price scaling. But only just.
-SCALING SKILL COSTS
-Current Points Awarded Per Level feels brutal when compared to scaling skill cost. (Especially early game!!!)
-Skill prerequisites for IMPORTANT skills locked behind more skill prerequisites. That are locked.
-Unclear skill descriptions. (Is this additive or total? What does this do? Why is this required?) I’m looking at you Shout Range and anything else % based…
-Item Durability Bonus and Death Penalty Reduction are in the very…last…“functional”…tree. I hate you.
-Exploration, Equipment Crafting, and Survival Skills all fall within the “Stupidly overpriced and WTF!? scaling” category but contain some of the most useful/mandatory skills.
-A vast majority of other useful/important skills fall in the: “Sorta overpriced, semi-scaling, but kinda manageable” category.
Ideas for a possible solution:
-REMOVE SKILL COST SCALING. As I level, I should be growing stronger. Not flat lining my ability to learn new things or even stalling advancement over the course of several levels. In turn, I could see a reduction in total points allotted by max level. Or those points remaining the same to free up some extras for future new additions to the skills.
-REMOVE skill point prerequisites for every tree. If I have skill points, I should be able to spend them on anything, anywhere, at any time, after the “tutorial”.
-Inventory space needs to be cheap/free. This includes storage. Don’t mess with quality of life things people have gotten used to over the years that other games like this have provided. At no point should this of been considered a “feature”. It’s a mandatory requirement for players. A small community might disagree. Wait till you sell 1 million copies.
-Crafting machines should be cheap/free. Learning to craft things with them? Ok. Skill required.
-Movement skills (Jump height, Double Jump, Cliff Climb, ect.) could be bonuses/rewards for investing points in base attributes IN ADDITION to what is already provided. Or after I’ve hit my space bar 10k times. If I haven’t learned to grab a ledge or jumper higher after that, then it’s time to retire.
While I do dream of finding an entire mountain cave made completely filled with gems and titanium, I also understand that there is game balance to consider. Maybe I don’t have the best ideas after all, but one thing is certain, there are quite a few people who HAVE addressed some of these topics rather consistently. Maybe a small change in some areas would help to alleviate a few issues or even solve some altogether.
Thank you kindly for your time reading, invested in this game, and or dedication to it’s continued success.
-Eld and Wife of Eld