why did it take 3 times to realize it ?
for me is like they made the tools to build a game and now they need build the game if that make sence
our another option i would really love is they give us stuff to build the game ourself
beside playing shop and building things
we need stuff to build stuff to do things with people manage to build minigames with zero assets imagine wat we will come up with if we get some interative assets
I think you’re right about this; I’m not a plan-ahead builder or great with large builds but I really wanted to a) rebuild Tigg’s Laser Slide b) win something in the basement/ceiling/ride contest at DKMall and the Tree contest, so I’ve been doing enough building to notice that levelling (and coin earning) pretty much goes pbbt if I switch to it for a while.
By this you mean “haha no coin or xp for you” right? Because that’s a bit how I feel when building.
This is a big draw to this game for me and why the universes thing has the opposite effect on me that it seems to be having on the nervous herd; it feels like Boundless is an engine and once people start rolling out mods for each other to play with it’s going to get wild and freaky. We already have proof of it in the amazing things made from the API and the stuff people figure out they can get Boundless bits to do inside the game (I just discovered that ladders can be climbed, that blew my mind) is proof that the game attracts talent for it. On the up side, the shared permanent universe is not the perpetual place of misery and pillar-plotting that ARK’s was, so we’ll always have Paris.
Personally I think that other forms of gaining experience need to be balanced around the mining/crafting table method. There’s a clear disparity there and even within that method there’s a pretty obvious issue:
Why aren’t we getting more experience for breaking harder-to-kill rocks? Isn’t that the basic premise of MMORPGs? Do more work, gain more experience? Yeah… Still not sure how breaking rocks on T6-8 planets is the same experience as T1-4 planets. It’s just wrong. They know it’s wrong, too. It’s not like I need to point out something that obvious…
Game needs a serious experience balance rework. Other methods of playing should give similar experience per hour to the mining/crafting tables/refineries gameplay loop. Other methods can be brought up to par or that method can be nerfed into the ground, but I think it’s way healthier for the game to simply make other things more viable than to nerf something into the ground. The demand for a lot of other items would increase substantially if other things were made as viable as mining.
I’m not quitting, just stating some observations I’ve had on my quest to level 596 before this patch hits.
Edit: Clarification.
I agree harder planets should grant more experience.
I was thinking same way, but higher planets seem to have more embedded resources. You get more xp by breaking those blocks (and then cook those etc…).
any official confirmation on the cubits nerf?
Unless I missed an update/reply, this is what has been posted so far:
I think that’s where we left off a few months ago. My issue is that I don’t think…
… is true. I am one particular player who will generally be earning xp at the same rate, as I believe most will.
This might save me a couple minutes a week on running home to change sheets? I only have alt characters to have alternate inventories and beacon permissions, and this update won’t change that. There are more than enough sheets that I don’t need more characters for specialization.
Exactly the same for me. Alternate inventories.
Don’t stress. Update might take another 6 months anyway. So start getting those cubits now…plenty of time😁
Anyone have a truck load of raw gleam from XP farming? looking for 40 ornate chests.
Ehhh sadly much of the XP farming component is the refining…
Mans gotta ask haha
Just by playing normally we should get plenty of time to farm some cubits.