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My take on Cubeworld (alpha)

Discussion in 'General' started by Kainzo, Jul 9, 2013.

  1. Kainzo
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    Kainzo Disposable Hero Supporter IV

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    Jul 3, 2013
    I think Cubeworld is a game with great potential and in this stage of the game, it's completely acceptable that these systems exist, however, I believe it's a good idea to have an open-flow of communication with the developers / community and hopefully steer the game in the proper direction. Without Wollay's design intent it's hard to say what it will be like in a year from now.


    Here is my take on what fundamental issues that Cubeworld has run into in the short-run.
    • Economy needs more linear progression - there is virtually no reason to gain currency because of the limited uses to spend it on. Example: a "Bomb Power 5" costs 2c when you get to a "Bomb Power 50" it costs 3c, there should be a formula to scale price with power and effectiveness instead of just a straight line/rigid distribution.
    • Death should be a learning experience - currently, when you die in Cubeworld the only loss is location, which means players do not fear death or have any reason to avoid it. This means players will waste time on learning abilities and areas because they know they can just respawn elsewhere with no loss whatsoever. It is a disservice to the new player to come into this reality and it harbinges bad behavior. Something simple as 5-10% exp loss of current level or a small currency hit would suffice.
    • Powerleveling - In a multiplayer game, you should not be forced to level by someone else completing a quest. The new player can instantly "skip" levels/areas and have no true intention to do so because the reward system is global instead of local based. Turning this into an local reward would be much better to stop the unintentional leveling.
    • Serverside Saving - This is by far the largest issue that I hope was just a temp system put in to push the game out faster. The ability to allow servers to save characters and load them on request is invaluable for a multiplayer environment. Other than a global save to Cubeworld funded server's there's no way to authenticate the characters and the authenticity of the items.
    That's my take on it, I'm really stoked for what's to come for this game and I find it quite enjoyable and hope that some of these get worked out very soon!
  2. ZeZeene
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    ZeZeene The Technomancer Supporter IV

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    Jul 2, 2013
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    Control Room One
    Doing this would essentially force the game to be always-online and well, we've seen what that did to major game releases like Diablo 3 and Sim City.
    A much better option in my opinion would be to implement a Terraria-esque method of anti-cheat, namely preventing people from having stats, items or abilities that are either beyond the game's limits or that they couldn't possibly have obtained legitimately.
  3. Tyk
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    Tyk PvP Moderator

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    Jul 9, 2013
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    Canada
    I agree, that being said as of right now the way areas are scaled for toughness would render the lose of exp or money(If an economy is implemented.) Quite terrible for low levels because of the fact that some higher level monsters whom of which can sometimes spawn really close to spawn, could easily one-hit KO even +50 level players. The easiest solution in my head is to lose coins on death but also have an ability to 'bank' them somewhere maybe for a fee of 1-5% of the coins banked.
  4. Kahzo
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    Kahzo New Member

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    Jul 9, 2013
    Definitely agree there, I think mission quest experience should only go to those who have the quest popup on the right side of their screen. Not sure why this wasn't to the case to begin with.
  5. Sir Oren
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    Sir Oren New Member

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    Jul 10, 2013
    Ya, i completely agree, after one boss, and selling loot, there is no point in saving even more money because everything cost 2-5c and 10s for the boat and hang glider which are the only things i really wanted to buy. The vendors should also have some more items worth a value to buy.
  6. jmoney
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    jmoney New Member

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    Jul 11, 2013
    I agree to some extent, but I'm also huge into crafting. I'd like a fine line between crafting gear and purchasing it.
  7. BenSenpai
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    BenSenpai New Member

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    Jul 15, 2013
    Well a good idea for this would be a shop that sells supplies for crafting at a price corresponding to the difficulty of obtaining it or to it's usefulness. This would add another level to the economy and make crafting even more of a dominant factor instead of just killing the next boss for the next best weapon.
  8. Kainzo
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    Kainzo Disposable Hero Supporter IV

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    Jul 3, 2013
    Yeah, I think right now its just very early and it'll be fixed up soon. Just wish he pumped out more updates.
  9. jmoney
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    jmoney New Member

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    Jul 11, 2013
    Yeah I check for cubeworld news every day lol, would love to see a little patch trickle out here and there.