Why I went inactive in-game

Yeah lower level stuff as well. But ONE at a crazy high amount that is only obtainable by completing that feat for the hardcore gamers that have the time to put in. I know I’d go for them.

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Out of curiosity, why would it matter if it was an accomplishment of wealth or effort? From my experience, wealth here come from effort, so I think I’m missing something crucial here.

Besides that though, I think it being sellable would be a good thing. Any player who isn’t interested in building or trophies is going to end up with either a stock of important/rare blocks that they don’t care about, or will just throw them away. It seems like it would be far better to let them enhance their playstyles by selling expensive rares for coin to buy things they do care about.

That’s why cubits became the path to earning plots (instead of being earned per level, as it had been before). It made it so that people uninterested in plots could spend their cubits on other things.

If I can earn a trophy for surviving 10,000 meteors by selling ore I mined, is that still a trophy for meteor hunting?

Could you get a similar effect by giving the trophies a high minter value?

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Special trophy drops for hunters.

1k hopper kills drops silver hopper core
5k gold core
10k titanium core
20k diamond gem core
30k ruby gem core
40k topaz gem core
50k sapphire gem core
60k amethyst gem core
70k emerald gem core
100k rift core
200k blink core
300k Umbris core
500k Oort core

Same can be done with all mob types

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Folks, the issue is not players-want-rarity vs gimme-stuff-players vs hardcore players vs casuals. That’s a whole different topic and would delve into game theory, psychology, etc.

They are pointing out that it doesn’t seem logical to have rarity/RNG/$ tied to basic building colors. Rarity seems more logical when it’s tied to a leaderboard spot, a trophy, an achievement, special cosmetics, special materials, etc. I definitely see their point.

All of this would be moot if colors were set in stone with no option to get other colors; if we only had white gleam, green grass, mustard soil, pink growth, etc. The issue is they are being told there are other color options, but they are time-gated, RNG-gated, and irl $$-gated. If you spend enough $$, if you have enough RNG luck, if you wait long enough, you might get the color you want for your town.

No reason for either side to go after each other personally.
If you are fine with the way things are, that’s cool. Carry on.

I am not a superb builder like some of the posters here & it’s not my favorite activity. There are a few colors I’d really like to use for a few things. However, on a rage-quitting scale of 1 to 10, if nothing changes, having access to the exact colors I want is a solid 1.

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What if trophies specific to each profession could also be used to summon an exo world with a dungeon tailored to that profession on it. Along the lines of this idea, but instead of colours, it’s something useful for a particular play style.

Use all profession trophies together to summon an exo with a titan on it etc.

Higher tier trophies could also be used towards summoning higher tier worlds and challenges… or just stored on your shelf to show off.

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I feel like almost everyone would be happy if color rarity were replaced with some other cooler rarity. Color rarity is pretty lame rarity IMO.

Something like GTA maybe - tracked stats and exclusive outfits and titles for doing specific tasks. Leaderboards. Let people grind to get the hat for doing 1000 t6 meteors. Let people try to mine the most blocks in the month game wide.

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Beat 10k meteors and unlock the special ability to see meteors from a far distance once a day for say 1 hr (like the meteor mod)

Same can be done for gatherer’s and miners.

Achieve highest rank mining and gathering feat and then once a day for 1hr you can go to the knowledge tab and select one gem seam type or plant to be illuminated on your screen within 25-50 meteors.

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Counter question: Does it matter (and I suppose if the answer is yes, It’d need a follow-up “Why do you believe that”)? From my perspective, if it matters how you acquire the rare item, then we’re no longer really talking about the rare items any more. We’re now talking about having achievements to show off.

Which reminds me (in a really roundabout way). Whatever happened to the Stickers concept that Boundless had a few years back? Unique stickers seems like an even better way to show off achievements than additional blocks.

I guess that could be a solution, but I’d have some reservations about it. If you can earn decent amount of coins that way, it will likely start an inflation problem. If it’s not worth enough coin then you still get rewards that are essentially worthless but for a pittance. If available for sale, these sort of things will find the right price on their own without further developer monitoring and potential intervention.

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I would say the difference would be between specific prestige vs generic prestige. If the rewards, in whatever form, are themed to their source, rather than being explicit trophies, I think making them tradeable makes sense.

So rather than a block with a glyph of a hopper, it could be a block that has the texture of a hopper or something like that. Then it could be a rare, earnable pseudo-trophy. I think I was thinking of something more explicitly trophy-like rather than a cool generically useable thing.

I still think there is value in “I did this” publicly visible badges, but maybe achievement unlocked cosmetics is a better path for something like that.

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Monthly leaderboards where you get a placeable trophy showing the month and achievement

Then people could have trophy rooms

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I agree on the colour rarity. Not sure about anyone else but regardless of how bad of a builder I am I was initially attracted to this game by the player builds that we’re showcased in a YouTube video. If there was a free flow of colour I believe it would only help to improve the marketability of the game to help attract new players, and well obviously help retain a lot more players.

I do also understand how also this rarity is also so closely tied to the game economy for some players and certainly to release them all does have an effect for those players. But in reality at some point all the colours will theoretically be available (eta 2027???). So I think these alternatives are great discussions. There has to be an alternative solution that appease the majority of both sides of the debate that allows a larger amount of the colours to be unlocked sooner then later.

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They could add new stuff that’s exo exclusive

Also, if all colors were available, there’d be lots of shops selling every color of materials. The exo shops would probably all switch to doing this.

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creative does NOT solve the issue of materials being either non-existant or unable to be recolored on survival. All you are doing is wanting to shove people who don’t like color rarity in this game away so you can keep your precious color rarity, and that’s just splintering the community even further.

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It’s a in-game equivalent of turning on a washing machine and watching laundry spin.

:joy:

Ever thought of doing something else while waiting?

Or pre-planning. You know you need stuff so you log in for a few minutes just to start crafting the day before you need the stuff ready.

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You keep saying the same stuff over and over again.
It’s honestly getting tiresome. :roll_eyes: :man_facepalming:

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I image that hearing “Go play creative” over and over again when it’s not what they’re asking for, let alone want, is equally tiresome. :man_shrugging:

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Flip side is…all you want to do is get rid of colour rarity splintering the community further. This is definitely one that works both ways…

Some want it, some don’t. Seems to be an equal measure of each. Thats definitely a no win situation for the devs.

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So if this is true the decision should based on what would attract more new players than how existing players feel.

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TBH it is a mixture of both. You have to keep the current base happy and try to still entice new buyers.

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