Why I went inactive in-game

Right now I wish I could ‘dislike’ a post. Take a chill pill or something.

To be honest in every game I’ve ever played where you could color things, there is either a standard palette of a few colors, or a larger variety of colors with varying levels of difficulty to aquire/apply.

The more colors available, the more likely it is that there are varying levels of difficulty.

The system in boundless seems perfectly ‘natural’ to me and I wouldn’t think twice about it if there weren’t complaints on the forum. I don’t think it’s such a polarizing issue for a lot of players, ans comparisons like the ones above attempting to gauge the majority of the player base by a few highly vocal proponents on a forum are rarely accurate.

What I notice about this debate, and why I generally don’t usually participate any more, is that the nasty comments, bitter/judgemental language, and threats of quitting or the game dying often seem to come a lot more frequently from people who are advocating for complete access to all colors and nothing less or in-between.

How about if pigments were made more readily available, by something like a durability mechanic though - NOT 100% sustainable farming. And with that we got a system with a skill for application, making it a little harder to color a foliage block than a rock, and requiring mastery before you could color items like glass or gleam?

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You can havem all lol

“It’s one of the Bartle player types.”

Ok didnt know that was a thing. Maybe in todays world they should change that vernacular.

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There’s still a good bit of hyperbole here. If you actually read the descriptions there is little to no opportunity in Boundless for “killer” types and most of the arguments I’ve seen for color rarity fit very cleanly into the “achiever” class.

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Yeah I think Elitest fits more in this instance from what he was describing. I read the Bartle “Killer” player thats more a PvP thing.

Maybe Im not getting the argument here but from my rough read, It looks like some people want all colors opened up but some dont. I guess I dont get the part where people that want all colors are mad at folks telling them to go to creative? Isnt Creative accessible to the survival worlds? If so then folks will still be able to visit and see their work and they will also have the full pallet right? So what am I missing? Doesnt seem like an argument.

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I really feel that interpretation of killers is very narrow-minded and skewed. Killers do like PvP, but also PvE Killers are those who enjoy combat for progression. Whoever wrote that wiki article definitely has a slanted agenda and I don’t accept their biased interpretation.

Killers are people who enjoy ARPG loot chases along with competitive PvP. The point of Killers is to engage in combat for the reward as opposed to exploration or another one of those overly simplistic boxes.

What kind of player I am really depends on the context of the game. It can also depend on my mood. Sometimes I want to go out and pop mobs for their creature parts because it’s engaging to me. Equally enjoyable is exploration. As a recently dinged level 40, I love cruising around T3 worlds mapping, fighting mobs, and avoiding T2+ meteors. :laughing:

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In fairness, if you’ve been paying enough attention to notice that, you’ll also have noticed how it’s mostly the people who are advocating colour rarity who are quite free in rudely/dismissively telling people that they should just go play creative, seem just as likely to use judgemental language and are otherwise willing to suggest that people should quit and find another game if they don’t like it.

I wouldn’t deny that some of the colour-freedom advocate get carried away, but there is definitely issue with both side of this from what I can see. Perhaps it’s simply easier for you to see the worst in the group with which you do not agree?

It could certainly help in some scenarios, but it wouldn’t help at all in others. It would be great it they got it balance to the point that most people who had a major project in mind didn’t feel the need to disregard sprayed blocks as a reasonable tool. On the other hand, it wouldn’t help the people who would like to set up a Sovereign world just the way they’d like it at all, they’d still be sat waiting on the eventual (maybe never) public release of their preferred colour. Honestly, I can’t see a good solution to colour rarity short of removing it entirely and providing something else for the achievement seekers to be occupied with.

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I agree - I just wanted to mention that Killer is one of the 4 player types to counter the hyperbole argument. It’s not my fault the type is called that.

My point was that Achievers act on the world, they want to beat the world. And Killers act on other player, they wan to win against them. The big difference, in the end, is that Killers need someone who loses, Achievers don’t.

They want rare colors because it’s a sought after resource, they don’t want the color, they want the reward of having something others can’t have. Or winning by selling it for a high price.

Replacing rare colors with a trophy would make Achievers happy, but not Killers.

Asking Killers “what else do you want?” is the wrong question. They want to beat us. They want something we want but can’t have.

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I … don’t think so. I would agree that ‘rarity advocates’ are often dismissive, and that’s rude. I don’t think that they escalate as frequently to the same sort of levels. I do try and keep from participating though, and don’t care to generalize too much about people.

There’s enough specific nastiness here that even from that standpoint I felt a bit “called out”.

Also that was a two part suggestion regarding the pigments. Even if it meant they could be sustainably farmed, common enough to easily color a few hundred thousand blocks.

I’m interested in feedback on the notion of tiered/skill based customization abilities. This is a mechanic I’ve played with in the past, and I wonder how people feel about an actual compromise system, vs. the all or nothing argument that persists.

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I hadn’t thought of it this way before, but I usually forget more formal game design ideas.

They are killers in the idea of being a conquerer, not in the idea of literally destroying other players. They are trying to conquer other player via the market, by having, selling, and profiting from exquisite items.

This makes a lot of sense to me.

That lines up with the issue where they aren’t present for any discussion of compromise.


A bold question to ask is, where can we find a place for a player like that in a game centered around cooperation and compassion?

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So wait…because I want trophies I’m a “killer” type player?

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Bob I’ve hunted with you, you are an amazing killler!! :joy:

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This is way off. Most builders want black gleam because it is needed to make black glass panes. A lot of builders think it looks the best.

It’s not very community friendly to place derogatory labels on other players that don’t have the same play style or preferences as you do.

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You obviously thrive on the suffering of others.

EDIT this is apparently also why I spent hundreds of hours chasing gleambows. So @scrufola wouldn’t have any black gleam :imp:

I’ma go mint that s@#$

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And this is why this conversation isn’t going to progress anywhere positive. I want black gleam so that I can make black paints and transform goo. Not to mention the lanterns/deco gleam/glass looks awesome

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I feel I’m a collector if anything. Don’t know if that’s a type? I want everything, everything is mine, gimme my stuff!

I’m not a PVP player so there’s that.

I donate to various places.

Make community farms.

Want unique and exclusively rare trophies that I can say I may be the only person to have this exact trophy.

Sooo…:rofl:

Frame me how you wish.

Boundless psychology 101

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You can have your unique and exclusively rare trophies. Just give me the ability to acquire any color I want in the game without needing to depend on the market/economy that’s predatory in nature. Thank you.

Have I said anything about restricting colors to rarity? Maybe focus that towards someone that has commented on that type of thing.

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Using an established game design term is not derogatory, even if it has negative connotations. They should have presented it more clinically, but they did not intend it as derogatory.

I think their example of black gleam is way off, but I believe the general idea is sound. The players who want black gleam to remain exclusive fall under the “hunter” definition of a player in that they are interested in defeating other players via possessions and market capitalization.


I like this differentiation between killer & achiever:

Killers are similar to Achievers in the way that they get a thrill from gaining points and winning status too. What sets them apart from Achievers is that the Killers want to see other people lose .

Trade markets are form of player vs player competition.

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Who are being labeled as ‘killers’ here? I’m assuming those who favor rarity of colors they already have so others can’t have them?

I can’t really take a stance here. I’m not “against” color rarity but I don’t necessarily think that’s where rarity should be. Having all the colors would certainly spice up builds across the universe which is a super positive effect, but then I can see how the ‘achievers’ would find this dull.

I wonder if pro color rarity folks would have a different outlook if we had a totally different kind of rarity. I get the whole trophy thing but that doesn’t tickle my fancy in the slightest. What we need is custom products that can be sold. Achievers could turn their energy from wanting to own the coolest stuff to wanting to be the person supplying things that people want more than other suppliers’ products.

This topic always brings me back to what I consider the strongest offering this game has: unique builds. Once I built my first house that actually drew people in and became fairly well-known, I lol’d about how much time I spent in ESO gathering enough cash to buy a house that tens of thousands of people also owned…

So what I think would improve the game for all players is an overhaul on consumables and gear that should accompany the release of shields and melee weapons. For consumables, we should be able to mix ingredients to make custom buffs on any combination of stats we choose, with higher level ones allowing for more points. Weapons and shields should work the same way. Kind of like forging but without rng. Then we get to NAME them!

This would introduce a whole new dynamic to the economy with legitimate product differentiation. It would create a field of suppliers vying to hold loyal customers who find these products fit perfectly with their play style. (ex. if you only need the amount of strength from a greater strength brew, you can get a mega brew with that amount of strength and the extra points on action speed).

Also, weapons should have their own leveling system, possibly with a tree that caps some stats as you load up on others. That, in addition to naming them, and maybe even having certain choices for the look, would add some truly unique items to the game that could continue to increase in value and become big business. We’d have to be able to repair weapons too, I say with scaling mat cost correlated to their level.

Finally, there should be a glyph type item for forging rather than forging weapons and gear directly. These can be applied in the centraforge and would be a great way to diversify for customers.

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Incorrect. Black gleam is needed in mass quantities to craft black glass panes. It has nothing to do with achievements or elitism. Black gleam isn’t a trophy, it’s a basic building material.

We have Gleambow trophies and planet titles for achievers. (my trophies look lovely at my base :wink: )

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