📌I would love to read your thoughts and suggestions below! Thanks for taking the time to watch the video; let's help to build Cube World up to its best version! 👍
They culde make it so that you have to get the musical notes of every kingdom (solves the aquipment, ofcurs it wulde only aplay to instruments) The wepon can be so that it has elemental damege so that the bioms have diferent damege tipes (solves the biom ) The itams can worke so the kingdom you spown in has wors lot but the next one has beter lot and the netx one beter lot but you nede to finish one kingdom to not get killde imidietly in the next kindom Oh and the bioms nede more trees
About the +gear I didn't actually notice it doing what is said in the video, since when I traversed into a third biome (adjacent to biome the item was acquired) and it wasn't having it's effects although it may be me being a dumdum and not doing things right/not noticing it due to rushing to acquire new gear.
Although I like the idea of having to explore the biome instead of just farming lvls to get good gear and then steam roll everything (because it can take time to take on the castles of most biomes) +I started marking areas of interest as soon as entering the map so I can know where to go and have most shrines ready to tp/respawn and it also helped me finding dungeons, cities, farms, graveyards and many many other spots in game although there still exists those I don't find that easily and can randomly stumble upon when exploring.
I just wanted to say to You & the community; THIS is how criticism should be handled, I applaud you for that. Thank you for not jumping on the toxicity bandwagon, it really pisses me off seeing the amount of people who are just hateful towards Wollay, I understand that there's a percentage of people who aren't happy with the game, and the best way to deal with that is what you've done here, no hating, no threatening; just constructive criticism, straight to the point. Cheers
I can kind of understand why people are mad, they bought a game YEARS ago and it BARELY changed at all and even became worse in some aspects. He fking REMOVED features ffs.
Now people are also starting to realize how much worse the world generation is, pop back into alpha for a few minutes and see for yourself. Alpha is far more colorful, biomes blended into eachother instead of being big squares on the map, mountains were much larger and valleys much lower, you could swim through coral reefs and fight monsters underwater. He was planning an advanced skill tree that went further, new classes, etc etc. Every day we see something new from the Alpha that will never return
@@Saintedlight Isn't what everyone was saying that he disappeared for so long because he wanted to wait until he was "done" to release the game? Well it's out now and it's been 6 years, the "he's not done yet" excuse just doesn't work anymore.
there is that one idea I had: the glider, the boat, and the reins can be bought for a very high cost at every town, like 1k gold each then you can find upgrades for them that are the region component, like for example "The Sail of Lalan" which would boost your boat swim speed 20% or something, so you keep your gadgets, but can collect region specific buffs for them
Artifacts should give you 3% base stats increase + Abilitie %. I also feel you should be rewarded a skill point upon receiving the artifact, this would be a nice way to bring back the skill book in a smart an easy way. Other then that im greatly enjoying the Beta and im hoping on changes when the game releases! GL grinding guys!
I agree, I think 3% would scale too quickly though and bring the game back to the point Wollay didn't want it to be at. Something like 0.5% damage per artifact would be a lot slower but if you add a skillpoint per artifact too, I don't think it would be too bad depending on how the skill tree looked.
Fr0st179 I also agree a .5% increase would be ok except that some zones have multiple artifacts and some only have one. At that point it would be pure rng and if you got lucking in a new zone. Also, in order to bring back the skill tree a complete overhaul would be needed due to none of the skills having a cooldown (with the exception of the ultimate). That would take a fair bit of time. It’s possible we could see it in a future release but not before the 30th I don’t think.
@gamer gunk gear isn't Too RNG based outside of + gear. The only thing you could argue is too RNG about the gear is not getting the right gear for your class but complete a few quests and you get like 2 pieces of gear per quest so the drops are so common the RNG of it isn't an issue.
I feel like region-locked progression should be removed, instead each region/biome are classified. There are easy/newbie biomes, moderate, and high-level biomes. bring back exps, and skill system. 4 skills in each character class like wollay planned in alpha release. Complexity can be fun in this case, because it is a familiar system in a RPG. Having your progression lost is pretty sad. I do prefer showing off gears and stats to my friends and challenge greater heights ^^. I can always enjoy farming the hard/deadly biome using my high-level character. Freedom of adventuring, and there's still that feeling of progression. Since you always progress forward in life, and becoming stronger (in rpgs) familiarity sometimes beats peculiarity.
@modnar yug I always create a new character just to play with my friends who just started playing cube world to manage this problem, so that we can both enjoy playing it. We always have a deal of not progress further when we are not playing together, instead playing using our other character. But you know.. eventually we'll all be at max-level and can slash any challenge we see together.
@modnar yug Everything that breathes life eventually comes to an end. Being reborn and experienced it all again anew is the greatest thing, the path that you do not take, the mistakes that you could avoid, and try some crazy things you've never done before. I always come back to play cube world no matter If I already reached my max level times and times again, playing it again, enjoying every little bit of time, or just standing still, pondering at the beautiful skies of cube world. Creating a new character is indeed a good solution. Cube World isn't repetitive at all for me, it's a show of Love and Tranquility. And I will enjoy it, no matter what form it takes. I don't expect Wollay to apply this at all. I love the game.
What about a scaling system that when you go into a lower level zone your gear and level gets scaled back in power to match that of the region you are in.
The new mechanic that makes your gear practically useless once you switch zones/biomes killed this game for me i played cube world back in alpha and its traditional progression was super fun, its a good old formula that works but now i have no desire to come back
Same here, i was excited about the launch, but then everyone that plays CW says it's boring because all your gear gets trash after you cross the biome line, unless you have this + item
about the leveling system, it is OK if he brings the skill tree system and gives a skill point after beating the biome boss OR completing all the dungeons in the biome. About the gear, there should be an option if you pay gold or farm materials to make it wotk in another type of biome.
@@NoobSniper make high teir gear rare, and exponentialy grow stronger the further away from spawn you get. Lower difficulty levels in starting biome then higher the further you go.
@@NoobSniper idk, im not the one making the game and i wish i had enough time to think of something but honestly the old system wasnt bad as the ye old saying goes: dont try to fix what aint broken
a tutorial world would be nice >.< super tiny biome's. think they also need to make a larger goal to go for in the game. like a mega boss in the middle of 6-8 biomes that require's artifacts or something to go against it. atm its like ok i got all this, now what? as you said, pet system needs a fix. ied say give the items some text explaining what its for, rather then just having the wiki open all the time.
I think you should get skill points killing bosses and depending of the type of boss/level you should recive 1-3 skill poins upon killing thoose bosses.
Boss fights are repeatable. Might end up being too powerful if they gave skill points for killing them. I would prefer if Artifacts grant small bonuses to combat stats either by directly granting the bonus or giving skill points which then grant a small bonus of your choice or improve the skills of your character like shorter cooldowns or additional effects.
It would be a cool addition if the artifacts also gave the player different perks. Like flying, super speed, adrenaline rush, eagle eye, berserk rage, poison attacks, fire attacks. There could be so many, and it would give the game more replayability, because you could get different builds. Sort of a "The Binding of Isaac" type of mechanic, where the more you grow the more powerful you are, and in the end game you are a killing machine. I think it would work because Cube World has a lot of enemies, so if Wollay balances them right it would give a new level of challenge and it just would be awesome.
What if he implemented a system where basically you could become a leader of a village by doing the quests the villagers give you. And once you become leader, you can conquer new villages surrounding you by doing quests for the other villages and them accepting to join your kingdom or by getting 100% in the region to make your “empire” grow. And once you’re strong enough, the other factions like The Steel Empire or Cultists would try to invade your villages to capture them and you would have to go defend them, something kinda like Fallout 4’s settlement system. The game already has quests the improve the villages shops or curing the regions curses, so they already could fit into this change. That way, you would have incentive to go out and conquer regions to be able to expand your influence and that way it wouldn’t become stale so fast.
Without trying to be negative, I think the beta takes everything a good rpg should be, and throws a massive U turn in there. People play rpg titles for the feeling of character progression, exploration & the sense that they are moving forwards in the game. With the biome/region locking it completely ruins any immersion by having that big reset button looming over you any time you feel like exploring out of the dotted line on the map. I played as soon as the beta released, and found out firsthand about the locking before news hit twitter etc... to feel like a mechanic is a massive bug the first time seeing it, does not sit well with me. Plus or even plus plus gear is so rare it will take too long to grind for, and is useless within a few expeditions past your current biome. Any movement mechanics i.e. boat, mount, glider & climbing spikes should be a one time pickup, but I agree the bell etc should be gated in every biome. I morn for a lot of the removed content in alpha, but beta is still fun to play, I just don't wish to be punished for taking the game at my pace; rather than the pace that is baked-in by region locking. I hope there is more content to hit on the 30th, and I hope that Wollay can see the constructive criticism through the mound of butthurt raging going on right now. With some careful tweaking this could eclipse even the alpha gameplay, it just needs a bit more community centric consideration.
In my opinion I believe the only items that should be kept are the reins, boat and hand glider. Climbing spikes can also be region locked, since most places you can climb if you carefully plan out a route. The only place I encountered where you absolutely need climbing spikes are in some sewer dungeon, where the gap to jump over is too far, and you can't have enough stamina to climb no matter how pixel perfect you try to time the jump. And for those zones I wouldn't mind going out to find climbing spikes just to do a dungeon. In fact I would have the feeling of a zelda like progression where I need an A item to traverse through a B dungeon to get a C artifact.
Let's do what Monster Hunter does, have most enemies drop materials that can be forged into weapons and armor, and each weapon or armor can be upgraded to the same ceiling. That way, smaller mobs aren't devalued.
i think if you go to a new biome, there could be a blacksmith character in towns that can switch the region of your gear, needs to be redone everytime but could just cost gold, like 100-200 gold per piece of armor.
Here's my proposed list of improvements: 1. Get rid of region locking entirely - I think that the idea Wollay was going for was to reward players for spending more time in their favorite areas, and thus making them stronger in said areas as a result, but region locking gear isn't the right way to go about it, plain and simple. Obviously equipment stats would need a big reworking so that players don't get top tier equipment after a few hours, but it's definitely possible. 2. Make artifacts biome locked - In order to incorporate that idea of rewarding players for spending more time in a particular area, artifacts should not only give substantially greater stat boosts, but also be biome locked, not region locked. Basically what this means is that if you got a particular artifact in a particular biome, you can still use that artifact outside of that region, but only if that new region is of the same biome. This keeps that idea of rewarding players who spend larger amounts of time in particular areas, but the effect is more generalized and applicable across the entire world. 3. Bring back the leveling system and skill trees - As of right now, there isn't much point in killing enemies because all that they yield is an occasional piece of equipment and a bit of gold. Adding back the old exp and skill trees are a simple way to make killing enemies worth it again. It worked, it was fun, and it gave players something to always be working towards. Now that I've gotten all of the big changes out of the way, I'm gonna ramble on about a few things that don't necessarily need to be added in, but I think would help the game overall. 4. Bring back the weapon augment system - In the alpha, there was this really cool system where you could collect little cubes of iron and whatnot that you could then add to your weapons in any arrangement that not only boosted the stats of your weapons, but also allowed you to personally customize the look of your equipment. This feature was super cool, flat out, and I have no idea why it was removed. There was literally no reason to take this feature out of the game, and it was one of the coolest aspects of cube world for me in the alpha. Bringing this back would also help to improve that sense of player progression that is relatively lacking in the beta. 5. Bring back underwater enemies - This really isn't that big of a deal, but at the end of the day, it's really just content that was removed from the game for no reason. I personally don't mind if this doesn't make a return seeing as it's a relatively small thing, but either way, I think underwater exploration would've been cool to see and based on the alpha, I assumed it was gonna be one of the things that Wollay would expand upon in the beta. He could add some sort of piece of equipment that allows players to breathe underwater, like an air tank, then add cool underwater dungeons and caves for players to explore. Like I said, this really isn't something I'm dying to see, it just baffles me that Wollay would seemingly remove content for no real reason like this. 6. Make new players spawn at a village - This is a relatively small thing, but I think making new players spawn at a village would not only allow people to select their class specialization right from the get go, but also provide a safe testing grounds of sorts for players to get acquainted with the game before heading out. It would also allow players to travel directly to another player in the case that they're playing multiplayer, which would be really nice. It's a small thing, but I think it could benefit the game quite a bit. 7. Overarching, level scaling, grand quests for each region - If we were to go by the assumption that all of the major points, 1-3, were added into the game, that would cause another issue to deal with. What would players do when they get too strong? The answer is level scaling grand quests. Basically, there'd be one large quest in each region that you could take part in. These quests would consist of a long string of varied and, most importantly, level scaling quests. This would ensure that no matter how strong you get, there would always be something to work towards and adequately challenge you. At the end of each grand quest, you would be rewarded with either an artifact or a new piece of high quality gear. Perhaps these grand quests could be tied into one large kingdom quest that spans an entire kingdom? I'm still working that one out though and don't know how well it would be in implementation. That's about it for my ideas. I'll make sure to edit this post if I come up with anything new, but for the time being, I'd love to hear what y'all think of my suggestions. EDIT: So it turns out that I'm actually blind and the aforementioned augment system is still in the game, I just managed to miss it somehow so I guess just disregard that point. Spirit cubes, those special cubes that you'd get for beating bosses in the alpha, aren't in the game however, which kind of baffles me. Also, in regards to point six, that was in fact fixed by Wollay. From now on, when you start a new game, you'll spawn right next to a village. Good on him for jumping on top of issues like that super fast.
Honestly you nailed my thoughts. I still love playing the beta because of nostalgia, but that’s it. It’s just nostalgia. I have a feeling that once I’ve finished my first region I’m not gonna have as much fun but that’s just what I think. I think you were on point with what needs to be fixed (artifacts progress regression) and what can be fixed (water enemies). Everything you said is exactly what I feel should be fixed and I hope these ideas get more light. Especially the artifact one. Biome restrictions instead of region restrictions is genius.
Just an FYI, weapon augments still exist, just you can only use one cube type as spirit cubes no longer exist. Other than that, good ideas. Edit: Didn't see your edit. RIP.
I think it would be so cool if Artifacts get a rank system and each rank system has unique stats, abilities, and skills and perhaps even different dungeon difficulties. So you have those stats and skill buffing artifacts permanently and those artifacts that change abilities are treaded like items so you can equip them to maybe get "fire run" as a fire mage.
Really love the video and absolutely agree with all your suggestions. I'm personally a fan of region locking as a concept, but improvements to character growth or even ways to keep equipment would be interesting, or at least some way of making the initial grind in a region less difficult. It would also be neat if there was an artifact that let you pick a piece of equipment and have it stay good forever or a certain number of kingdoms. Even if it was only a max of something like two or three stars, that would be such a significant bonus starting a new region. Or maybe the artifact could let you add a permanent star to a piece of equipment. Or stars based on distance from the region so you would have to keep investing in it the farther you got from the home region if you wanted to keep that specific piece of equipment forever. That's if you wanna keep the "infinitely playable" aspect I suppose. I really love the idea of having the game be infinitely replayable kind of like a rogue like based on regions, but it would be very cool if after a few hundred hours or so you could just always be powerful somehow whether through character progression or ways of keeping or upgrading equipment or something else entirely. Maybe there could be really powerful or interesting artifacts based on beating all regions in a kingdom.
1:56 I disagree with the idea that, "because you already have everything at the start, you don't need the points anymore." The whole point and criticism of the skill tree is that it was originally promised we would get *more* skills than the alpha and have *more* uses for the points, not less and have everything else scrapped. Personally, the skill tree rubs me the wrong way, because I could easily build one with the existing classes and specs on my own that would easily take more than 4 keys on the tool bar to use to the best you possibly could. That being said, I backed Albion Online, knowing it didn't have a skill tree (the "leveling" and skill wheel in Albion don't count) and that abilities were gear based, so I'd be fine to be met half way and have Wollay say, "alright, I'm not doing a skill tree, but I'm going to give more variation to items where wands, staves, and bracelets have different secondaries and finishers rolled randomly on a table at generation, giving the secondary and finisher of the primary slot weapon."
I love this deep dive into each topic. You make a compelling argument for why these concepts should be tweaked a bit, and hopefully these ideas take hold a bit.
#1 - (Spawning in first time) Absolutely agree, the start right now might drop you next to a village (great!) or in the middle of nowhere (extremely frustrated). Either offer a guide, or simply default spawn next to a village. #2 - (Skill tree/character meta-progression) I do definitely hope that the skill tree will somehow return, right now the game offers no real meta-progression. No offense, but a percentage increase on running speed or light radius isn't exactly compelling. #3 - (Pick specialization) Meh, if you start next to a village this becomes a moot point. See #1, just default spawn next to a village and this one is resolved. #4 - (Region-locked gear progression) I think having the experience being gone is a good thing. Consider a game like WoW. Once you finish the Lv1~10 zone, you need to start over finding new gear in the 11~20 zone etc. This is no different, except that you can literally pick ANY zone with a group of friends and start playing it together. That said, artifacts (see point #2) aren't exactly satisfying meta-progression. #5 - (To XP or not to XP) Okay hear me out here. The primary problem is that people are having a kneejerk reaction. I think that being able to finish a zone with a few friends (or solo) in a few to half-a-dozen hours is absolutely a good idea. Character and region progression need some work to make it more structured and rewarding yes, but I actually think that Wollay is on the right path here and that defaulting back to the absurdly unscaled XP scaling is a good idea. This new system, once you get used to it? Actually makes the game more viable long-term. We just need better meta-progression to make it worthwhile beyond the immediate region-progression that seems pointless. TL;DR - I think the main problem people are having is two fold. First is the kneejerk reaction that they don't understand the new system. The second is that once they wrap their heads around the new system they realize there's absolutely zero meaningful meta-progression outside of artifacts which aren't really that rewarding (really? A few percentage increase for running or light radius??) Wollay seems to have observed how popular group-play was in the alpha. And this new angle for the game seems intended to maximize this. No longer do you need to powergrind someone up to high gear so they can run along with a group of friends who have been playing for longer. You can literally go to a new region together and start playing without it affecting things too much. That seems the likely goal that Wollay aimed for with these choices. The only problem is that as-is? Outside of playing for the sake of playing? There's no rewarding meta-progression.
Great points Danjal! I feel like Cube World has a good foundation of gameplay mechanics that can be tweaked and tuned to be even better! Love me some Cube World 👍🏻😁
I don't know why, but i personally don't like where the game is going, the game's goal, all this "item-locked-zone/biome", all this "you don't get exp when kill a mob" dunno why, but it makes me want to remain in the alpha, even if i personally can't wait to make my hands on this game and try what he change and how much it means in terms of gameplay, i will notice soon, but all this video (that are kinda clarification video) makes me want a re-style of those new things and want to make it back to the alpha...
its becaused your attached to the old loop of kill and watch the numbers go up. Its like an addiction. just open your mind and you'll find the game to be really fun
I think the only thing missing are character stats, the artefacts and maybe a skill tree could influence if, and i would say nothing else. But that would probably mean remaking the code for a big chunk of the game so it couldnt be done over night for sure! I think the game is great, but i just can't see myself putting 100+ hours in a game with no continuity..
I think a great way to implement levels and a skill tree w/o experience would be to give you skill points for getting artifacts and a level each time you complete a region. This way there's a reason to actually complete a region and continue going through regions rather than just beating it and calling a day. That would add back skill trees, levels, and give a good sense of constant progression without adding XP itself back into the game.
It wouldn't give a good sesne of constant progression though, clearing a region takes too long. The issue of artifacts comes down to the length of time for the reward.
Very nice video, i like your points, although i'd prefer an exp system being added, but if you would go completely without it i'd say let us choose what we get from the artifact we picked up, maybe by going to some npc who's willing to trade the artifact for a training lesson or sth and let us be able to choose combat stats instead of movement only (So it would be kind of a skill point). I also agree with you that the region lock of mobility items is pretty bad, you could do stuff like you have to find an upgrade for your boat when you go into an ocean biome, because the tides are too heavy otherwise you can't really control it, or you have to find an upgrade for the glider in a mountain biome, because the winds in the valleys are too harsh, ... If these changes would be implemented i'd even be fine with the region locked gear, although it's still a bad game design choice imo, since there is no logical reason why you would loose your gear on crossing a border. In general i'd say these hard region locks are what makes cube world feel bad atm, cause it mostly feels like sth he wanted to do, but was too lazy (or whatever) to implement it in a smooth way like other games do, e.g. Any game with a new game + feature, you get to keep your gear, but the stuff you'll find will be way better even though it's only common rarity, which would go hand in hand with the the ideas of dividing the regions in different difficulties, which some people in the comments suggested, for which i'd totally eschew on a random generated map or start point (which of only the start point is random atm anyways afaik) for this to be added. But sadly at this point i doubt that we'll be hearing sth from wollay in the near future, given his behavior in the past and the fact that his blog is deleted and his twitter is dead (or at least he's not posting) since 29. September. So my hope lies in modders to fix some of this stuff, although i've read that the game is pretty hard to mod atm, but still maybe someone can come up with a modding API and than the fun could begin. Also there are some other promising looking projects on their way (Veloren for example) that could adapt what cubeworld has done right and improve what it has done wrong
As you point out towards the end of the video, I think that for the region-locked gear to actually work out, there's a couple of things that need to change: 1. Artefacts need to grant permanent combat bonuses, not movement bonuses. 2. As somebody else pointed out in the comments, the traversal items could be changed to do what the artefacts currently do: The first time you find the item, you obtain it permanently (Sans treasure spirit, spirit bell, magical harp & sky flute), and subsequent items increase the corresponding stats that the artefacts currently improve (Riding speed for reins, climbing gear instead changes to climbing at all, and subsequent climbing gear gives stamina drain decrease, a new diving gear item that allows you to dive, with subsequent items reducing stamina drain, and so on.). 3. Craftable items should have a much higher chance of giving + items, as currently you have no reason to grind for crafting materials since it's much faster just killing monsters or defeating hotspots for your gear. I think that the current game is good, but it has some major flaws that need mending, since you have no real reason to go outside of your starting zone unless you feel like doing a "New game+" type of state. The problem with that it undermines the desire to create new characters, since you'll only ever want to start a new character if you actually want to change your class, and it's objectively better to just stay with your current character since you'll get the exact same feel by venturing into a new zone instead. In all, I think you've outlined the major issues of the game in this video, and I think that if Wollay got to see this video and listen to the feedback provided herein, it would make all the changes to the core game much better. I don't necessarily agree on the pets part as much, as I kind of like the idea of different items giving you different pets, but I would say that the current system simply demands you looking it up to figure out what items work for what pets, since you can't intuitively tell what items are used for what purpose. Also, once you've obtained a particular pet, you can still get the original taming food, which at this point is useless to you, but you cannot tell what items you've already used to tame pets, so trying to sell them off is practically impossible unless you create a list of pet foods that have been used. This could easily be remedied by the pet cage showing you what item has been used to tame a particular pet.
what if they were to add something called artifact points that are acquired from collecting artifact that can then be used in a skill tree type of menu and gives you a choice if you wanna use it to increase skills stats of ability stats? so say you get one point per artifact and you can chose what you wanna perma increase a skill or ability stat of your choice.
real question: what advantages does the warrior have over other classes lifesteal?? doesn't matter if the target dies instantly with magic... would be good in pvp no doubt though but that's not there.
If wollay keeps the region locked gear and the gear+ system, i would recommend maybe implementing the option to forge your weapons into +gear for gold/ or a specific item
Thank you for going about this in a constructive and nontoxic manner. i have been waiting for this game for a long time to come out and finally today got to play it for the first time. At first the lack of direction and a bit of lack of information was a bit annoying, but I found the whole experience to be really fun especially being able to play with my old man. We were laughing and running around a ton. It was kind of funny how we would literally run from certain mobs because we knew we would die from them, but I think our favorite part was fighting a boss cow that kept spinning to attack us. By far one of the funniest and most enjoyable things i have gotten out of the game in a long time. I have not gotten an artifact yet but I do think they should have more of an impact on ones character and that some stuff should carry over or instead have more reason to stay in an area. Perhaps have more events occur as you progress through the area.
Yeah, I agree with you Especially the character progression part, and also legion locked items, I mean if you acquired a climbing boot, I feel like it shouldn't be unusable in other zones, that just doesn't make sense for me. For the weapons and equipments losing their power in other zones, I think that kinda makes sense, it likes the gears' power are part of the zone and once you're not in that specific zone, the gears become weak. But I don't like that even a plus gear loses its power beyond 5-6 adjacent zones. Be aware though that in the development period, Wolley didn't receive much players' comments and suggestions on this new system, so there maybe some changes in the future.
Fortunately, new players now spawn at/near a village, which helps in the matters you listed at the beginning of the video, including classes. We can live without class selection in character creation since we already start at a village and have the option to switch classes. It would still be smart to allow us to choose classes at character creation, or at least provide tooltips to new players alerting them that they have the option to switch classes. I'd genuinely appreciate having artifacts gift a bonus to stats. Right now I've completed my first region and feel very hesitant to play anymore since I don't want to start over. Once I've taken a long Cube World break, I'll probably return to the game as I do enjoy the game a lot (idk how people only spend 2-3 hours in a region, I've logged 18 hours in the game already), but the region locking is definitely something I had to "get over."
Never played the alpha so all I to go off of is the Steam release, but there’s a few tweaks that could make progression meaningful. First up hang glider and boat should be a one time find. Gliders found in other regions should add a boost in some way (20% increase in speed or reduced stamina consumption?). You should be able to create +weapons and +gear (maybe do something with the modifications system? Instead of modifying for a negligible dmg increase, each weapon type could have a list of materials that need to be added on to your weapon (in any place you choose) in order to make it a plus weapon) Now to balance out these changes I was thinking about the artifacts. Right now artifacts suck and there is no incentive to even find them, so my solution is to first of all give artifacts better buffs but also make artifacts affect game difficulty. So for every artifact you hold (minus the artifacts found in the region you’re in) the health and dmg of enemies increase. (For multiplayer it would be the total artifacts held by a party). Ex: Region 1 has a base difficulty of 0. You complete region 1 and have found 2 artifacts. Any other region besides region 1 now has a difficulty rating of 2. You go to region 2 and find 2 more artifacts. Now region 1 and 2 affect each other and both have a difficulty rating of 2 and all other zones have a difficulty rating of 4 because they are affected by both regions 1 and 2. Now to incentivize players to find artifacts there should be custom “challenge regions” walled off by the number of artifacts you have. These regions would add red difficulty enemies but also new red weapons/gear as well as a new type of plus +weapon and +gear (ex: weapon+2, weapon+3,etc.). Each plus on a weapon indicates the number of zones it is useable in excluding the zone it was found in and previously explored zones. So a weapon+1 would be useable in the next new zone you explore, while a weapon+2 would be good for 2 new zones. (Also side note there should be some way to let the player know how much of a zone they’ve cleared and discovered whether that’s “10/20 Locations Discovered” or “Zone Name 50% Explored” doesn’t matter.). There would need to be a lot of balancing for these kind changes to be implemented but it sounds plausible to me. Less game changing fixes: -List view of map locations that shows check marks if applicable -ability to purchase low quality food in towns for early game -add a stable hand npc and stables to towns (sells low quality mounts and pet food) -add a training hall and trainer (has custom dialog and training scenario for each class and specialization to teach new players) -make first quest “Find the town nearby” and mark it on mini map -the first npc you speak to should tell you about the training hall and the second should tell you about the stables and the importance of mounts -stable hand should immediately give you the quest to find the reins and promise to give you a discount on a mount if you find them -starting equipment buff -increase move speed by 25% and sprint speed by 50% -increase climbing speed for ninja class -reduce stamina usage for climbing -pet food tips found by talking to npcs should be saved into a list to look at later cause how am I supposed to remember that hornets like popcorn if I saw it pop up for 3 sec while praying for someone to give me an actual quest -flight master has new option to spend 1000-2000 gold to unlock all quest locations in current region or 300 for one -gem traders sell a “Ring of Mitas” or some kind of equipment that increase gold dropped from enemies at or above your equipment level, costs 5000 gold, doubles gold, and can be used in any zone Idk if any of these would fundamentally break the game but eh
I think he should remove region lock entirely, while making them bigger. He should also make beating a region more rewarding to incentive beating it, instead of just leaving it. In the alpha i loved exploring new biomes and the freedom here feels gone. I also in the beginning hate walking around and seening cool enemies knowing my ass would get destroyed. I felt like i was just running away more, because there is no incentive for me to kill it. Also the map/world to me is boring. Give me cool towers to raid, abandon villages, ect. Make me WANT to explore, not because i have to but because i want to. I feel like adding back the skill tree and lvl would just be great for the game. I could go on and on....
Staring with all your skills its a good point but, a skill tree with ALTERNATIVE active and passive skills for custom your own skill loadout would be great.
Elder Scrolls Onlie got great progression. You can do most of the content at lvl 1, but with more experiance and gear you can start to steamroll through normal content and have a better time in veteran dungeons and raids. Max level is 50, and then technically you dont get any more skill points, however doing stuff via exploring gives you more points. Also at level 50 you start to gain mastery points, which are just small passive buffs (e.g. +0,13% critc chance), you can have up to 810 mastery points, but each "mastery level" requires more and more experiance from killing enemies and doing stuff. Would love to see system like that in Cube World, each new zone from the starting area would have level range (1-10, 11-20... up until level 50) and then, when your character is capped at level 50, all world is scaled to that level and you can begin your journey in farming those mastery points and becoming the strongest hero in Cube World.
Really nice video, I agree with all of the points and suggestions you made. Cube World, right now even at full release, I think will scare a lot of new players off because of the inherent frustration and the inability to keep what they've worked so hard for, and you've provided a lot of great solutions for these issues. We need more constructive criticism like this for the game, not more hate. Thank you for putting it into more effective words.
2:06 I just need to point out that with every character you make in the game now, you spawn next to a city. As long as you know about the guild master you can change your spec more or less instantly
Exactly. I'd honestly be ok with some of these more tedious things like re gearing per zone if the artifacts were worth gathering. Throw in some artifacts that do cool things or give your player some unique skill.
The artifacts are supposed to be the supreme goal of the biome: It's supposed to greatly reward you, so instead of giving a slight travelling boost, it should give some "skill points" to spend in ALL (yes, all not only movement ones) stats, that would bring back, in a way, the customized skill tree experience
That's literally an impossibility a week from a games release, you give this guy the benefit of the doubt too much. Lol It will take literal months to get any meaningful updates, and by that time the games gonna be hammered with negative reviews. (I'd be surprised if this game had any higher then 30% positive reviews)
@@Giliver As of today, the game has a 44% rating (if you only count reviewers who bought the game directly from steam) and 36% (if you count reviewers who owned the game overall). The game is in freefall and I doubt Wollay is going to respond anytime soon unfortunately, especially when Wollay dipped years ago because people were giving him negative feedback on the alpha.
My idea for fixing the progression is to basically combine the old region scaled difficulty with the new progression system. First bring back random seeds so that when you spawn in, the difficulty increases for each region away from your spawn. Instead of having the need to reset your gear, just make the enemies per region way harder so that you do need decent gear just to survive if you want to travel far. Also make artifacts meaningful (no 4% increase to swim speed) that give manual stat increase options so that you are more equipped to deal with stronger monsters without necessarily needing stronger gear all the time (more variance). This would hopefully fix the core game progression, but another option would be to add back in the skill tree in some form to feel like you are getting stronger along the way in between hunting for gear. This could all be done without an exp system if Wollay really doesn't want to do one.
Just bring this game to alpha state, and leave all the additions like quests and artifacts. This game needs content, not design changes. Because its not the same game anymore
The whole reason Wollay chenged the system is the lack of content. Instead of adding more content he crippled the players ability to explore and progress to pad out the play time...
I think you’re pretty spot on with most of what you said, I really enjoyed how it was in Alpha and Beta, I wanna be able to level up my abilities though, like gain points or something to level up my shurikan for example
I'm going to add this one since you didn't talk about multiplayer: Beyond the fact that the boss health adapts, the game needs to drop more stuff when taking on enemies as a group and everyone needs to drop stuff that only they can pick up until they choose to drop it for others. Also maybe we can have 1 drop per class guaranteed on 4-5 stars bosses? Playing with a group that's a little too competitive and one guy plays the rogue whilst others play mage and usually picks up all the loot, including pet food. It's really annoying to play with him since he just doesn't share and the game does nothing to emphasize group play. Also we need the ability to do pvp/friendly damage ;)
My solution for the issue would be if you obtain maybe like the percent of lore for a region determines what rarity of gear can be carried over from that region ( for example 30% lore allows white items to keep their stats and 200% lore allows legendary items). For levels bring back exp but make it so their are thresholds that require artifacts to pass ( for example to level up past 5 you need to collect a minimum of 3 artifacts) also give artifacts more impactful effects like 1% to a stat or different rarities. Edit: Also to keep balance enemy's could scale off of the quality of your gear and the amount of players.
My ideas to make the game more enjoyable and make everyone happy. 1) yes for tutorial, we need one, without it, new players are confused. 2) let's tweak region locking: you keep the boat and hanglider between regions but their speed is cutted in half until you find them again. This is the best solution in my opinion and no one tought about it. 3) lets change nothing else, but let's add an exp system and skill tree system on top of the current one. The skills you can buy with character lvl up are smalls tho. And they affect abilities cooldowns/mana comsuption/ dmg/stun porcentage up and also fire rate (aka shurikens) can also add a new effect. 4) to encourage players to find all lore and artifacts, and also encourage them to go in another region. Let's create super special skills tree, with very unique and rare skills unpon 100% conpletion of the region (all lore and artifacts) theses skills are very powerful (ex: +gear crafting, ++gear crafting (can be carried 2 region further from the one you're in), +++gear crafting (same but 3 regions furthers), permanent gear crafting, double skill, one more chance(+1 extra life with 2 minute cooldown), loot + (+ extra gold and loot from enemies and scavenging, doesn't affect weapons) , weapons + (increase chances to find + gear) all the skills are permanent 5) i loved the capital idea, let's make kingdoms with a capital in each of them
I love your point of #4 where you feel doubling and tripling down the current mechanics and making it DEEPER helps to build the RPG and farming aspect 👍🏻👍🏻
Honestly I think all special items should be a 1 time find even if they were more rare. but for other progression improvements I think 1 or all of 3 changes would be great! 1. + gear is far less rare so that you acquire it at the same pace that you transition into new zones. 2. A simple leveling system is put in place that makes marginal improvements to all stats and abilities. 3. Artifacts make small adjustments to meaningful stats like combat. OR instead of leveling. Artifacts give stat points for the player to spend as he chooses, such as on attack or defense. Great video BTW.
I think it's cool with no xp. As you said, you can just get op armor or weapons off the bat, but that's why there is the region based map that makes your gear bad if it is not specified to be good in that region. That way you'll have different progression every time. Maybe you get the best loot when you walk in, or maybe you craft your first weapon that can actually do damage in that region.
To summarize my feelings about Cube World's progression: I feel like I'm leveling my character from 1 to 5 over an over instead of continually getting stronger. Another analogy would be when WoW has its next addon. You spent time getting powerful gear from raids and then *poof!* and it's all bottom of the barrel stuff, but instead of happening every two years or so, it happens every couple of hours. You're just doing the same progression over and over like a hamster in a wheel as it is. Region locked items really need to go. They mess up the progression of your character and heavily discourage you from exploring the world, the very two things that I enjoyed the most in the Cube World alpha. Aside from that, I do think that a skill system helps, since unlocking things has a charm of its own. The only thing that was a bad idea about it in the alpha was that there were too few skills and that you shouldn't level up skills for boat, riding a pet or hanggliding. Those could easily be items that you can upgrade... once per region. Every subsequent hangglider, boat, etc. upgrades yours and makes you go faster/use less stamina.
it would be pretty cool if you collected 5 artifacts that give you "+hangliding speed" you get a permanent hanglider, and 5 "+sailing speed" gives you permanent boat etc. It would kinda be similiar to the alpha system where you had to put 5 skill points in to swimming speed and you unlocked the boat. Idk just an idea to try an integrate the old with the new.
As an alpha player I would like to see EXP back, but used to make the artifacts more powerful, a small increase to its effect per "level" and duplicates give you a much larger increase. Duplicates could be kept as a seperate item to 'merge' with your current one or used to give a piece or gear a + at a substantial cost in gold as well. Artifacts that have been leveled up could give a larger + (my understanding is that every + gives an increased range from the kingdom it was acquired in to remain useful +=1, ++=2, ect)
I think that the developers of this game actually will listen to its fanbase, I think I'm still gonna buy this game, I played the Cube world alpha (even though I got a pirate copy of it but that doesn't matter) and I think this might be a new refreshing start for me, however if I find the game to actually be as difficult people say it is, I'm not gonna play it until they fix the main issues. I have really big hopes for this game.
simple ideas - remove region locking ENTIRELY - add a proper EASILY SKIPABLE tutorial - add rare unique named items throughout the world with cool looks and special effects - new unique terrain generation - every new region you go into, have the new items be stronger than your current gear but also the enemies be stronger than the previous enemies (if this is already a thing just ignore this) -add more varients to dungeons, monster, etc... make the bosses more than "bigger version of original monster"
I think that the enemy devaluing is not really as much of an issue as people make it out to be , roaming mobs are for sure devalued but mission mobs are not , I had a white mission drop me 4* gear and I think that is because there is code in place to make it so that gear drops that a better ( like 4-5*) are a higher chance if you already have good gear in ur inv
Quest mobs and roaming 3-5* enemies definitely drop their quality gear or better anecdotally. It's not often a 4* enemy drops 2* gear. I agree with you there 👍🏻
I definitely agree that artifacts as they are lack any sort of weight. Grinding exp has just been replaced with grinding for items, and between the two I would rather my character grow more powerful than just get swankier things that will just be lost in the next zone. If Artifacts actually made you a little stronger it would make all of the work mean something. Gear can obviously be important to. I will say that, as a mage, glide is fun and exploitable, especially in combination with a hang glider.
I like the actual leveling system. But I igree you should get small stats bonus and a system that, every time you level up, or get a new item, the weaker monsters become a little stronger (more hp, more damage, more armor...) based on your starts levels (weapon and armor) and character level. And, for every zone you go away from the one you got a item, it loses 1~2 stars. As well, + gear need to be global and VERY hard to get (like very rare random boss drops with only 1 boss for every area). We could also have a new type of gear, that is stronger than normal or + gear, but is area bound, can only be obtained via crafting and loses all stars if you leave the area.
They need to just add permanent stats or add a skill point/skill tree tied to them as well when you level up. In the alpha you could increase your movement speed through the skill tree as well as leveling giving stats as well as being much easier to come by than artifacts
I think as well as starting next to a village, the events/quests surrounding the village should be visible immediately and 1-star to allow the player to get a start on upgrades without being one-hit by monsters. Put the difficult stuff further out. Also in terms of content, each biome has lots going on. I would need to revisit Alpha to compare but the biomes in Beta feel more vast but that might be there being more content. To give an example, one plains biome has had several hours of content for me.
Each biome has 5-6 hours of content easily. In alpha, if you were fairly geared up, each biome had 1 hour of content and 30 minutes of travelling to other biomes. There is far more to do and accomplish in Cube World in it's current state, 100%
I so badly want this game to be great. I can't believe after all these years, this is the current state of the game we've been begging for. Hope to see the design improve.
In the long of the short of what i wrote a reddit post about, one way to solve some of the issues would be to use the artifact system and how you gain levels by finding artifacts is by implimenting a talent system that would allow you to permanently unlock reigns, boats, etc buff weapons, light radius or other things of course to a maximum, if you already had unlocked a boat permanently through a talent system, the act of finding a boat in this example in a new zone would simply give you a 5-10% speed increase for the boat for that zone, there is a ton of ways to solve the issues really while engageing in more active choices for the class and how you wish to explore and in what order :) hell if you wanted to drag it further out to extend gameplay i guess you could even make it so you just unlock a boat once again as an example in 1 zone type, sea, lava land etc
i love how you make an honest review of the worst parts of the game but not only yelling how bad are that things but giving options, that's how all the reviews should be. and i want to add something to the progression part, cause now is like killing everything and have luck to get the loot and i want to use terraria as example. terraria don't have experience or tree skill, but playing the game you can see progression just by crafting a single potion, or looting a certain item in certain biome etc... there is always something that can be improve to beat the bosses, even the bosses order is a thing too. so maybe there is a way to put that kind of item-based progression on this game too. what do you think?
Personally the only thing id do differently is make it so each artifact gives you a token, then put a shop in that sells + weapons, skins, and very expensive travel items like + boats reigns and such. Leaves the gameplay loop alone, but gives the needy people a reason to go artifact hunting. Then it wouldnt matter that they only buff travel speeds because the buff is just extra. your really getting them for the currency, and i think people would be fine with that and it would balance the game between those of us who love it now and those that miss the alpha. he could then add more skills and classes, and lock them behind skill points also gotten from the artifacts since they "level" us up anyway. Not too much changes but it gives the needy people a palatable goal
I would like a artifact based leveling system including experience like this: The amount of XP needed per level increases exponentially, so that maybe every 20 levels the amaount is so high leveling up does not seem worth it. By getting an artifact the xp will be set down to an amount your able to get for another few levels until you would need a new artifact.
There actually is a not so hard to implement way to make progression feel fun while retaining the region lock and no XP systems. Give every region a level. The farther from starting point - the higher. Higher level of the region adds some additional stats to mobs. Hovever jump in power between tiers within one region is still higher. So, for example, lvl 1 white < lvl 2 white < lvl 1 green < lvl 2 green < lvl ~20 white and so on. To compensate increasing difficulty, player can get an artifacts (as in current design). Hovever - these artifacts increase base stats of the player charterer as well as utility skills. It can be the same stats as those that affected by gear or some unique ones (such as max mp, or passive hp regen) If we wanna be fancy we even can add some charterer to regions from gameplay perspective: Assign tiers to regions - just as gear, from white to yellow. Higher tier regions have better chances to spawn "+ gear" and have more artefacts. Hovever the curve of stat gain for mobs is higher then in lower tiers. And (if we really going crazy with content) high tier regions can have global events/environmental conditions which make going through them more complex task. (BTW, right now there is at least one global event that can be used for this purpose - demon portal witch possess random low tier mobs. I know about this one but there can be more already in the game ready to be repurposed!) The current design not working not because region lock resets your equipment, but because there is no real difference between clearing your first region and your fiftieth. You might as well start a new charterer or consider the game completed, as you just not gaining anything useful. Starting again can be fun if in every new iteration you'll get just a little higher just a little faster - most of the incremental games build this way and they are really addicting. And Cube World need this to complement it's charming world and unique sense of explanation.
I really hope that Wollay sees this video, it's not a personal attack at him and many very good ideas are brought up. Your views on the artifact system are perfect, I just stopped playing the game already because there is essentially no progression. I did the lore for an entire cult and it showed me the location of the rest of their artifacts, but to be honest there is no reason for me to get them, its just climbing speed, swimming speed, and lamp radius. No real reason for me to want those artifacts.
Dunno if this already exists cause I'm still new to the game but, I think it would be cool if we got new core abilities styled for each specific biome (different for each weapon type too) and we got gear that was styled after each biome (though this is cube world, not much detail could be seen in gear.. but still). I think this would give us enough incentive to re-gear when we get to those new biomes. If we have new skills to try out, and new gear styles, it could be fun bouncing between biomes. I really enjoy the game so far, and I was slightly lost in the beginning but, being lost is part of the fun.
i think that character progression was actually pretty great in the alfa, you could grind levels by killing the mobs but the dungeons gave a lot more, so i would just stick with and give us the skill tree back but erease the gliding/pet riding/climbing skills, this way you could focus more on one ability and for example make your ninja spam his shurikens or something like that
Some people here pretty much sums up my same opinions and suggestions, except one. It's just a nit pick but I wish the whole map isn't already 100% cleared out for you. Something like from the alpha (exploration clears a bit of the map), I miss it because it really gives you an experience of discovering new lands. They could add npc for it too, heck even items. Pirate treasure maps, local cartographers selling outlined maps, quest bounded locations gives different feedback in the maps and such.
Repetitive gameplay loops, like starting fresh in each biome, are not inherently unattractive to me. I'm a huge Monster Hunter fan, and that series is known for it's seemingly endless loop (grind mons to forge better gear to fight stronger mons to forge better gear, etc.). Such a simple gameplay loop is held up by the extreme depth and complexity of MH's combat, bosses, and gear systems. MH also lacks an exp. or leveling system, but the game is deep enough to make *learning* the most important form of experience. You learn the abilities and limitations of each weapon type. You learn the habits, strengths, and weaknesses of each monster. You learn combinations of gear/skills that best compliment your playstyle and the quest you're undertaking. This deep potential for learning and growing as a player - not the grinding for gear or exp. as a character - are what drive people to play MH games for hundreds of hours. If Wollay wants to implement a similar gameplay loop in Cube World by refreshing/increasing the challenge of each new biome, then more power to him. However, I would challenge him to make the questing, exploration, and combat of CW deep enough to make such a loop continuously interesting; this should be achieved not by forcing players to endlessly search for better gear, but by encouraging players to learn and master the complexities of the game and its world.
Comparing this to Monster Hunter is wrong, because your old gear still helps and isn't trash... while it is more powerful in previous regions if you backtrack with your new old gear. There is still "growth" unlike Cube World. Similarly MH is a fluid game with tells and patterns which are needed in part because of how "growth" is handled. Cube World completely lacks this. Dark Souls and Monster Hunter are identical in function. Cube World doesn't have the design needed to support this as a random generation world can't support the enemy design.
My main problem with the state of the game is: you are grinding for the sake of grinding, not to prepare for a raid/pvp. You grind for +gear, them wipe the kingdom, them it resets, progress lost, rinse, repeat. For me it just kills the pacing of the game. One way I would fix it is: the artifacts could give some "skills", like the old skilltree, something unique for each class, and since artifacts are permanent the sense of progression is not lost after leaving a biome/kingdom, or some way to add perks or mods to armor and weapons, like "less damage from bosses/ogres/insert mob here", or some way to infuse gear into one another, like destiny's system, spend some resources to give a gear better stats, that way leaving a biome/kingdom does not feel like a wipe of progress.
i think a lot of people dont understand why the fact your equipament turns weaker after moving to a next area i mean back in the alpha if you gather a legendary item in the start area and move on the enemys gets stronger and your weapon turns bad its almost the same thing as the new update
I know this might be lost in the sea of comments or not even be acknowledged by anyone but here goes my thought and suggestion... IMO the old EXP and skill point based character progression was fine but needed to be tweaked such as once you hit a certain level, instead of mindlessly putting points into the skills why not have a prestige system. lets say that you decided to prestige at level 500 (yes it was possible to be that high) you gain a percentage of EXP boost so you gain more EXP, enemies become more tanky and creatures gain variants such as a sheep that spews flames or a skeleton that transforms into a lichking if it gets defeated, loot find boost (which could be a luck skill point or something like that). The old weapon modifying system was quite creative and it became almost a fashionable way of upgrading for me at least (back when cube world had servers and people showed off pixel wings and masks using spirit cubes). The region lock seems very off because the majority of the game is exploring so I would say get rid of region lock and let players keep relics and the more relics players find it could perhaps be traded to some special guild master and the reward can be either weapons, buffs such as EXP boost or special artifacts that help you in battle but requires special conditions to be met such as deal certain amount of damage or perform a back dodge and in return summons a lightening from the heavens or grants regeneration while pushing enemies back and stunning them. A possible relic should be medusa's head so it could petrify/freeze enemies for a long time and make restrictions such as it cant be used on bosses so it doesn't become too OP. In terms of enemies, just make them scale with your level but because I'm bad at explaining things I'm going to give a example. EXAMPLE: enemies in your starting area stays the same so if you come back to them with OP gear, it would be overkill. Once you go into a new area, the enemies will be locked into what level you are so when you come back to this area after completing it, it will still be easy. Wollay removed the world seeds option which IMO it's great because back in alpha you are able to farm easy bosses for spirit cubes which made exploration not as needed. MORE CLASSES!!! Maybe add a Doctor style class to the game and have the subclasses be Plague doctor and or miracle worker. Gunner class that uses the mana as bullets, subclasses are The heavy which is built like a ranged tank and Agent who is a hit and run with a little bit of stealth character. MORE RACES!!! I want to be a alpaca man... I will sacrifice my first born for it.. JK. This is all I can think of and FYI I am fully aware that coding and creating a game is hard and some of these ideas may be absurd so I apologize for that. I would love feed back and would be more than happy to read what you guys have to say. FYI If I don't respond it's most likely that I'm really busy and I apologize for that also other than that Please be courteous to your fellow youtubers and to wollay himself.
I've made about 10-15 characters so far to see what the world variety is like for spawns, and every time the village was under 2 minutes of walking away (and they are very visible on the map) so I think thats fine. But having the hanglider/reins (I don't really care for the boat since I havent ventured to the sea yet) should be artifacts. I feel like if they were artifacts and having 2 of them would just increase the effectiveness (speed and stamina cost) would make it better and more progressive and add the incentive to get all the stuff and go to every biome. There should also be a different tier of rarity (better than yellow/legendary) that can only be made if you complete a kingdom/region. That could totally make + gear seem more logical since you would need to finish a region to get gear to get to go wherever you want
my idea: Make a few key-items (nameably glider boat and pet riding (and maybe climbing)) permanent, keep bell and others zone Bound. Make Quests give those key items and/or points for a new Kind of Skill tree. Imagine a Skill tree along the sides of sth like Path of Exile where you could skill along a path always just leveling 1 specific stat as Permanent Progression. To even things, nerf gears strength (or buff enemies) and give them some kind of minor scaling so the skill tree doesnt completely outmatch them. make enemy strengh more random so e.g. a Savage dog (4 Stars) could actually rarely also be 3 or 5 star. Involve a new currency where the weaker the enemy is, the more they drop from it (so killing them is worth sth). Id use that currency to implement a new NPC, who uses it, to increase the rarity of a Item (the higher, the more expensive). also make equipment scale down the farther away you go, making 5 Star gear in the Zones next to them about 3,5 Star Strengthened, and less the more zones you Travese through. Give the Same effect to + equipment, but weaker so next to a area where it had 5 Star its like a strong as with 4,25 Star just ideas i came up with considering what wollay probably wanted to feel the game like and how one could fix it. Don't nail me on the numbers, ive just wrote sth to pass my concept. P.s. Buff Artifacts!
In terms of artefacts I'd suggest to copy the badass token system of Borderlands 2 Also universal gear with regional perks Finally a second equipment UI for purely cosmetic armor
NEW PLAYER Small "easy" improvements that would improve this very fun game immensely.1. Get rid of gear+. instead have gear that is from other zones become green quality unless the gear is gray or white in the home zone. Does not matter how far away the home zone is. This just makes it easier since player doesn't have to go searching for the right gear in the inventory and they can't be OP enter the new zone, win - win. 2. have artifacts be equipable (2 artifacts at a time) instead of permanent boosts. Have some of them be combat buffs like decreased ultimate regen by 15% or 50% fire resistance, etc... This improves customization, makes the artifacts seem useful in given situations and make them worth acquiring. 3. Level up - small permanent stat buff that the player can invest in a certain stat only when they acquire an artifact. This allows for better character customization and rewards the player each time they conquer a dungeon. 4. Stronger defense potions to help deal with gold level range attack bosses that are overpowered. Don't nerf the bosses because they are a nice challenge. Make these potions require more ingredients and burst healing potions that restore health almost immediately instead of healing over time.for the same reason. 5. When you start the game. Spawn character in a town and make sure the weapon and armor shops have gear that is a good bit better than your starting gear. 6. Fix the situations where you need an item to complete or get something but its not in the zone. Like I need the climbing spikes to get past a jump spot in a dungeon but there are no spikes to get (i talked to 500 npcs no mention of the spikes). Also maybe have way out of a pit if you fall in one. 7. Get rid of the reigns. Just let us ride our rideable pets without having to find an item. And then lose that ability when we enter a new region. That just feels bad. What feels good is getting your first pet and being able to ride it right away and always. New players will love that.
Most of your suggestions are suggestions for a game that's still in alpha. This new Cube World is in beta which means Wollay is done developing the game and is now just bug fixing. The real problem with the new Cube World is that it's an entirely different game than the alpha version. Wollay lead us to believe that he was still developing the alpha and not developing something new and just cannibalizing the art and animations from the alpha. This new game really isn't the charming free-form action adventure exploration RPG (it isn't even really an RPG) that we were expecting and wanting. I'm not saying that this game can't be good, it's just an entirely different game and we simply need to decide if we can accept what presently seems like an imposter of a game. I'm still willing to give it a chance but, in it's current state, isn't much fun and doesn't provide a lot of incentive to keep playing.
So i think the idee of zone isn’t bad BUT badly used like losing every thing in a sens is bad but what he could do is like your item lose 1 star the fauther zone you get that making a bit more farm but not starting all over. The artefacts is a great idee to but badly put to the buff are to pore. And other little think’s that can be changes easy. But the game is NOT bad, every thing is a great idee but badly put and that’s fixable so i hope in the futur the game will put our idee to NOT change the game completely but make it more fun! So yeah sorry if my orthography was bad english is still a langua that i learn.
I actually loved the old progression system. I find myself instinctively checking for how much exp I gain from killing a tough mob only to realize It was completely pointless since I didn't get good rng, do I want to kill a tough mob and challenge myself now? Hell no.
Dungeons can scale with level and to level you need to take down the dungeons in a zone gear should never be useless. But zones can show recommended level that are next to it starting zone is always level 1-5 or something like that.
I think plus items should be usable in zones around the ones you've conquered so you still have to explore the whole biome and get the artifact but also can continue on with the same gear and makes the exploration aspect stay intact while also making the game less of a grind.
Here are my suggestions: Base stats like speed, health, defense, attack, etc. could be gradually (and permanently) increased over time as either a passive progression system or skill tree. The boat and para glider should be kept regardless of region. They should, however, be broken or lose integrity as you enter new areas (so it's not OP). This could then be fixed by either purchasing upgrades/repair kits for it or completing a quest to restore it's full potential. Gear and weapons could definitely be crippled upon entering new regions like it is (as it would just be WAY too easy after you've completed one region), but SHOULD instead retain their effectiveness (or at least lose a level or two) upon entering another of the SAME biome. If you are the master of a grassland biome, you should be the (relative) master of ALL grassland biomes. It would at least convey the sense that you have some form of mastery in that particular biome. If not that, then your base stats should have a buff directly related to the completion of similar biomes. IE if you completed the grassland biome with yellow gear then when you enter another grassland biome you should receive a yellow-tiered stat buff and then have a brand new area to explore at a slightly higher advantage than before. This would increase the difficulty for new areas and add a sense of progression and fulfillment for those who explore a lot of areas. Different biomes should have biome-specific gear/items/quests/story elements (I have not progressed far enough to tell if this is already implemented so I am sorry in advance if it is). This would also give players more of a reason to explore new regions as they would not essentially be starting from square one again.
Ive made multi chars and just went to look around in each seed i made i spawned in a shrine that was always with in walking distance from a town so ive nvr had trouble with getting to a town regardless of how many times i started a new char for a new seed For the Plus Items if u complete the area all items in the area or explored then all those items become Plus second max out your amount of crafting items for when u go to a new Kingdom this way instead of worrying about gear u can go straight into crafting or try to get the crafting books so u can craft better gear right off the bat the only reason your losing so much stats is because your rushing
Can we make this go viral so Wol_lay can take constructive criticism? By the way i expected another rant about this "trash" cube world but i really enjoyed your video, great job!
📌I would love to read your thoughts and suggestions below! Thanks for taking the time to watch the video; let's help to build Cube World up to its best version! 👍
I totally agree with you on the leveling and special items.
They culde make it so that you have to get the musical notes of every kingdom (solves the aquipment, ofcurs it wulde only aplay to instruments)
The wepon can be so that it has elemental damege so that the bioms have diferent damege tipes (solves the biom )
The itams can worke so the kingdom you spown in has wors lot but the next one has beter lot and the netx one beter lot but you nede to finish one kingdom to not get killde imidietly in the next kindom
Oh and the bioms nede more trees
Hmm, you have a point. It would also be good to fix dungeons that cross zone borders
About the +gear I didn't actually notice it doing what is said in the video, since when I traversed into a third biome (adjacent to biome the item was acquired) and it wasn't having it's effects although it may be me being a dumdum and not doing things right/not noticing it due to rushing to acquire new gear.
Although I like the idea of having to explore the biome instead of just farming lvls to get good gear and then steam roll everything (because it can take time to take on the castles of most biomes)
+I started marking areas of interest as soon as entering the map so I can know where to go and have most shrines ready to tp/respawn and it also helped me finding dungeons, cities, farms, graveyards and many many other spots in game although there still exists those I don't find that easily and can randomly stumble upon when exploring.
I just wanted to say to You & the community; THIS is how criticism should be handled, I applaud you for that. Thank you for not jumping on the toxicity bandwagon, it really pisses me off seeing the amount of people who are just hateful towards Wollay, I understand that there's a percentage of people who aren't happy with the game, and the best way to deal with that is what you've done here, no hating, no threatening; just constructive criticism, straight to the point. Cheers
Thank you Alfonic, that was my one and only intention. No pitchforks here 😄
I agree 100%.
Exactly how I feel
Perfectly put
I can kind of understand why people are mad, they bought a game YEARS ago and it BARELY changed at all and even became worse in some aspects. He fking REMOVED features ffs.
Now people are also starting to realize how much worse the world generation is, pop back into alpha for a few minutes and see for yourself. Alpha is far more colorful, biomes blended into eachother instead of being big squares on the map, mountains were much larger and valleys much lower, you could swim through coral reefs and fight monsters underwater. He was planning an advanced skill tree that went further, new classes, etc etc. Every day we see something new from the Alpha that will never return
yeah, I like the smaller biomes and the structure variety, but the worldgen itself was more spectacular in alpha
Yeah it was truly an amazing expirance would like to see a skill tree of some sort
@@Saintedlight it's literally done, you sound like a real dumbass with that comment.
@@Saintedlight Isn't what everyone was saying that he disappeared for so long because he wanted to wait until he was "done" to release the game?
Well it's out now and it's been 6 years, the "he's not done yet" excuse just doesn't work anymore.
@@Zer0billion Wolay say he redo the game from scratch few times , that is why he stop selling it and wait to have a more stable version.
_"A game that requires mod to be enjoyable is not a good game"_
*Agrees in Skyrim*
@@Toqq Hum, I don't think Skyrim needed mods to be enjoyable, Mods only improved the fun you could have.
there is that one idea I had:
the glider, the boat, and the reins can be bought for a very high cost at every town, like 1k gold each
then you can find upgrades for them that are the region component, like for example "The Sail of Lalan" which would boost your boat swim speed 20% or something, so you keep your gadgets, but can collect region specific buffs for them
Oooh I like that a lot!
Thats a good idea!
A bit of both worlds, nice.
AWWWWWWWWWWWWWWW YEEEEEEEEEEEEEEEEEEEEEEEEEEEEEES
That sounds like a great idea for a mod.
Ooooo i like that idea
At this point I'm just hoping for ANY update, Wollay has been quiet for almost a week now...
only thing we get is a website update.....
that's 5 more years and 358 days left
I hope wollay actually makes improvements on his game instead of taking the game down for another 6 yrs
This is what happens when sensitive people made a game. Smh
@@riardomilos8014 its actually insane how much wasted potential came out of this game
@@massman1216 I know right? So much potential, just, sooooo much of it, and its all likely just wasted
:(
ha...
ha...
:'/
Artifacts should give you 3% base stats increase + Abilitie %. I also feel you should be rewarded a skill point upon receiving the artifact, this would be a nice way to bring back the skill book in a smart an easy way.
Other then that im greatly enjoying the Beta and im hoping on changes when the game releases!
GL grinding guys!
I can get behind this too. Makes sense! *grind grind grind*
I agree, I think 3% would scale too quickly though and bring the game back to the point Wollay didn't want it to be at. Something like 0.5% damage per artifact would be a lot slower but if you add a skillpoint per artifact too, I don't think it would be too bad depending on how the skill tree looked.
Fr0st179 I also agree a .5% increase would be ok except that some zones have multiple artifacts and some only have one. At that point it would be pure rng and if you got lucking in a new zone. Also, in order to bring back the skill tree a complete overhaul would be needed due to none of the skills having a cooldown (with the exception of the ultimate). That would take a fair bit of time. It’s possible we could see it in a future release but not before the 30th I don’t think.
@gamer gunk isn't the RNG factor fun? To me it is. I've played many season of diablo3 love these kinda grindy and rng based games.
@gamer gunk gear isn't Too RNG based outside of + gear. The only thing you could argue is too RNG about the gear is not getting the right gear for your class but complete a few quests and you get like 2 pieces of gear per quest so the drops are so common the RNG of it isn't an issue.
I feel like region-locked progression should be removed, instead each region/biome are classified. There are easy/newbie biomes, moderate, and high-level biomes.
bring back exps, and skill system. 4 skills in each character class like wollay planned in alpha release. Complexity can be fun in this case, because it is a familiar system in a RPG.
Having your progression lost is pretty sad. I do prefer showing off gears and stats to my friends and challenge greater heights ^^. I can always enjoy farming the hard/deadly biome using my high-level character. Freedom of adventuring, and there's still that feeling of progression. Since you always progress forward in life, and becoming stronger (in rpgs)
familiarity sometimes beats peculiarity.
@modnar yug I always create a new character just to play with my friends who just started playing cube world to manage this problem, so that we can both enjoy playing it. We always have a deal of not progress further when we are not playing together, instead playing using our other character. But you know.. eventually we'll all be at max-level and can slash any challenge we see together.
@modnar yug Everything that breathes life eventually comes to an end. Being reborn and experienced it all again anew is the greatest thing, the path that you do not take, the mistakes that you could avoid, and try some crazy things you've never done before. I always come back to play cube world no matter If I already reached my max level times and times again, playing it again, enjoying every little bit of time, or just standing still, pondering at the beautiful skies of cube world. Creating a new character is indeed a good solution. Cube World isn't repetitive at all for me, it's a show of Love and Tranquility.
And I will enjoy it, no matter what form it takes. I don't expect Wollay to apply this at all. I love the game.
What about a scaling system that when you go into a lower level zone your gear and level gets scaled back in power to match that of the region you are in.
I agree with all of this. I'd also like to question why does the Beta world feel even more empty than in Alpha?
@modnar yug Gw2 had a way around it, something about if ya high level in low level zone your level gets scaled down to that zone.
The new mechanic that makes your gear practically useless once you switch zones/biomes killed this game for me
i played cube world back in alpha and its traditional progression was super fun, its a good old formula that works
but now i have no desire to come back
How would you tweak or modify the system to improve gear and gear quality retention?
Same here, i was excited about the launch, but then everyone that plays CW says it's boring because all your gear gets trash after you cross the biome line, unless you have this + item
about the leveling system, it is OK if he brings the skill tree system and gives a skill point after beating the biome boss OR completing all the dungeons in the biome.
About the gear, there should be an option if you pay gold or farm materials to make it wotk in another type of biome.
@@NoobSniper make high teir gear rare, and exponentialy grow stronger the further away from spawn you get. Lower difficulty levels in starting biome then higher the further you go.
@@NoobSniper idk, im not the one making the game and i wish i had enough time to think of something but honestly the old system wasnt bad
as the ye old saying goes: dont try to fix what aint broken
a tutorial world would be nice >.< super tiny biome's. think they also need to make a larger goal to go for in the game. like a mega boss in the middle of 6-8 biomes that require's artifacts or something to go against it. atm its like ok i got all this, now what? as you said, pet system needs a fix. ied say give the items some text explaining what its for, rather then just having the wiki open all the time.
I think you should get skill points killing bosses and depending of the type of boss/level you should recive 1-3 skill poins upon killing thoose bosses.
Eloy404 I think that that’s a good system
Boss fights are repeatable. Might end up being too powerful if they gave skill points for killing them. I would prefer if Artifacts grant small bonuses to combat stats either by directly granting the bonus or giving skill points which then grant a small bonus of your choice or improve the skills of your character like shorter cooldowns or additional effects.
It would be a cool addition if the artifacts also gave the player different perks.
Like flying, super speed, adrenaline rush, eagle eye, berserk rage, poison attacks, fire attacks.
There could be so many, and it would give the game more replayability, because you could get different builds.
Sort of a "The Binding of Isaac" type of mechanic, where the more you grow the more powerful you are, and in the end game you are a killing machine.
I think it would work because Cube World has a lot of enemies, so if Wollay balances them right it would give a new level of challenge and it just would be awesome.
What if he implemented a system where basically you could become a leader of a village by doing the quests the villagers give you. And once you become leader, you can conquer new villages surrounding you by doing quests for the other villages and them accepting to join your kingdom or by getting 100% in the region to make your “empire” grow. And once you’re strong enough, the other factions like The Steel Empire or Cultists would try to invade your villages to capture them and you would have to go defend them, something kinda like Fallout 4’s settlement system.
The game already has quests the improve the villages shops or curing the regions curses, so they already could fit into this change. That way, you would have incentive to go out and conquer regions to be able to expand your influence and that way it wouldn’t become stale so fast.
I thought factions (and joining a faction?) would have more of a role or impact in how you progressed through the zone. Love your suggestion! 😁
That would be amazing to see
Love it....
Without trying to be negative, I think the beta takes everything a good rpg should be, and throws a massive U turn in there. People play rpg titles for the feeling of character progression, exploration & the sense that they are moving forwards in the game. With the biome/region locking it completely ruins any immersion by having that big reset button looming over you any time you feel like exploring out of the dotted line on the map. I played as soon as the beta released, and found out firsthand about the locking before news hit twitter etc... to feel like a mechanic is a massive bug the first time seeing it, does not sit well with me.
Plus or even plus plus gear is so rare it will take too long to grind for, and is useless within a few expeditions past your current biome. Any movement mechanics i.e. boat, mount, glider & climbing spikes should be a one time pickup, but I agree the bell etc should be gated in every biome. I morn for a lot of the removed content in alpha, but beta is still fun to play, I just don't wish to be punished for taking the game at my pace; rather than the pace that is baked-in by region locking.
I hope there is more content to hit on the 30th, and I hope that Wollay can see the constructive criticism through the mound of butthurt raging going on right now. With some careful tweaking this could eclipse even the alpha gameplay, it just needs a bit more community centric consideration.
Couldnt have said it better myself 👍🏻
@@NoobSniper Let's wait and see dude... we may be pleasantly surprised, fingers crossed!
In my opinion I believe the only items that should be kept are the reins, boat and hand glider. Climbing spikes can also be region locked, since most places you can climb if you carefully plan out a route. The only place I encountered where you absolutely need climbing spikes are in some sewer dungeon, where the gap to jump over is too far, and you can't have enough stamina to climb no matter how pixel perfect you try to time the jump. And for those zones I wouldn't mind going out to find climbing spikes just to do a dungeon. In fact I would have the feeling of a zelda like progression where I need an A item to traverse through a B dungeon to get a C artifact.
Let's do what Monster Hunter does, have most enemies drop materials that can be forged into weapons and armor, and each weapon or armor can be upgraded to the same ceiling. That way, smaller mobs aren't devalued.
i think if you go to a new biome, there could be a blacksmith character in towns that can switch the region of your gear, needs to be redone everytime but could just cost gold, like 100-200 gold per piece of armor.
Here's my proposed list of improvements:
1. Get rid of region locking entirely - I think that the idea Wollay was going for was to reward players for spending more time in their favorite areas, and thus making them stronger in said areas as a result, but region locking gear isn't the right way to go about it, plain and simple. Obviously equipment stats would need a big reworking so that players don't get top tier equipment after a few hours, but it's definitely possible.
2. Make artifacts biome locked - In order to incorporate that idea of rewarding players for spending more time in a particular area, artifacts should not only give substantially greater stat boosts, but also be biome locked, not region locked. Basically what this means is that if you got a particular artifact in a particular biome, you can still use that artifact outside of that region, but only if that new region is of the same biome. This keeps that idea of rewarding players who spend larger amounts of time in particular areas, but the effect is more generalized and applicable across the entire world.
3. Bring back the leveling system and skill trees - As of right now, there isn't much point in killing enemies because all that they yield is an occasional piece of equipment and a bit of gold. Adding back the old exp and skill trees are a simple way to make killing enemies worth it again. It worked, it was fun, and it gave players something to always be working towards.
Now that I've gotten all of the big changes out of the way, I'm gonna ramble on about a few things that don't necessarily need to be added in, but I think would help the game overall.
4. Bring back the weapon augment system - In the alpha, there was this really cool system where you could collect little cubes of iron and whatnot that you could then add to your weapons in any arrangement that not only boosted the stats of your weapons, but also allowed you to personally customize the look of your equipment. This feature was super cool, flat out, and I have no idea why it was removed. There was literally no reason to take this feature out of the game, and it was one of the coolest aspects of cube world for me in the alpha. Bringing this back would also help to improve that sense of player progression that is relatively lacking in the beta.
5. Bring back underwater enemies - This really isn't that big of a deal, but at the end of the day, it's really just content that was removed from the game for no reason. I personally don't mind if this doesn't make a return seeing as it's a relatively small thing, but either way, I think underwater exploration would've been cool to see and based on the alpha, I assumed it was gonna be one of the things that Wollay would expand upon in the beta. He could add some sort of piece of equipment that allows players to breathe underwater, like an air tank, then add cool underwater dungeons and caves for players to explore. Like I said, this really isn't something I'm dying to see, it just baffles me that Wollay would seemingly remove content for no real reason like this.
6. Make new players spawn at a village - This is a relatively small thing, but I think making new players spawn at a village would not only allow people to select their class specialization right from the get go, but also provide a safe testing grounds of sorts for players to get acquainted with the game before heading out. It would also allow players to travel directly to another player in the case that they're playing multiplayer, which would be really nice. It's a small thing, but I think it could benefit the game quite a bit.
7. Overarching, level scaling, grand quests for each region - If we were to go by the assumption that all of the major points, 1-3, were added into the game, that would cause another issue to deal with. What would players do when they get too strong? The answer is level scaling grand quests. Basically, there'd be one large quest in each region that you could take part in. These quests would consist of a long string of varied and, most importantly, level scaling quests. This would ensure that no matter how strong you get, there would always be something to work towards and adequately challenge you. At the end of each grand quest, you would be rewarded with either an artifact or a new piece of high quality gear. Perhaps these grand quests could be tied into one large kingdom quest that spans an entire kingdom? I'm still working that one out though and don't know how well it would be in implementation.
That's about it for my ideas. I'll make sure to edit this post if I come up with anything new, but for the time being, I'd love to hear what y'all think of my suggestions.
EDIT: So it turns out that I'm actually blind and the aforementioned augment system is still in the game, I just managed to miss it somehow so I guess just disregard that point. Spirit cubes, those special cubes that you'd get for beating bosses in the alpha, aren't in the game however, which kind of baffles me. Also, in regards to point six, that was in fact fixed by Wollay. From now on, when you start a new game, you'll spawn right next to a village. Good on him for jumping on top of issues like that super fast.
Honestly you nailed my thoughts. I still love playing the beta because of nostalgia, but that’s it. It’s just nostalgia. I have a feeling that once I’ve finished my first region I’m not gonna have as much fun but that’s just what I think. I think you were on point with what needs to be fixed (artifacts progress regression) and what can be fixed (water enemies). Everything you said is exactly what I feel should be fixed and I hope these ideas get more light. Especially the artifact one. Biome restrictions instead of region restrictions is genius.
The best option is to add toggles to add the above.
I think you can still do the weapon augment. i can with my wands at least though. adds damage
Just an FYI, weapon augments still exist, just you can only use one cube type as spirit cubes no longer exist.
Other than that, good ideas.
Edit: Didn't see your edit. RIP.
I think it would be so cool if Artifacts get a rank system and each rank system has unique stats, abilities, and skills and perhaps even different dungeon difficulties. So you have those stats and skill buffing artifacts permanently and those artifacts that change abilities are treaded like items so you can equip them to maybe get "fire run" as a fire mage.
Really love the video and absolutely agree with all your suggestions.
I'm personally a fan of region locking as a concept, but improvements to character growth or even ways to keep equipment would be interesting, or at least some way of making the initial grind in a region less difficult. It would also be neat if there was an artifact that let you pick a piece of equipment and have it stay good forever or a certain number of kingdoms. Even if it was only a max of something like two or three stars, that would be such a significant bonus starting a new region. Or maybe the artifact could let you add a permanent star to a piece of equipment. Or stars based on distance from the region so you would have to keep investing in it the farther you got from the home region if you wanted to keep that specific piece of equipment forever. That's if you wanna keep the "infinitely playable" aspect I suppose.
I really love the idea of having the game be infinitely replayable kind of like a rogue like based on regions, but it would be very cool if after a few hundred hours or so you could just always be powerful somehow whether through character progression or ways of keeping or upgrading equipment or something else entirely.
Maybe there could be really powerful or interesting artifacts based on beating all regions in a kingdom.
1:56 I disagree with the idea that, "because you already have everything at the start, you don't need the points anymore." The whole point and criticism of the skill tree is that it was originally promised we would get *more* skills than the alpha and have *more* uses for the points, not less and have everything else scrapped. Personally, the skill tree rubs me the wrong way, because I could easily build one with the existing classes and specs on my own that would easily take more than 4 keys on the tool bar to use to the best you possibly could. That being said, I backed Albion Online, knowing it didn't have a skill tree (the "leveling" and skill wheel in Albion don't count) and that abilities were gear based, so I'd be fine to be met half way and have Wollay say, "alright, I'm not doing a skill tree, but I'm going to give more variation to items where wands, staves, and bracelets have different secondaries and finishers rolled randomly on a table at generation, giving the secondary and finisher of the primary slot weapon."
Thank you for saying exactly what I was thinking
I love this deep dive into each topic. You make a compelling argument for why these concepts should be tweaked a bit, and hopefully these ideas take hold a bit.
#1 - (Spawning in first time) Absolutely agree, the start right now might drop you next to a village (great!) or in the middle of nowhere (extremely frustrated). Either offer a guide, or simply default spawn next to a village.
#2 - (Skill tree/character meta-progression) I do definitely hope that the skill tree will somehow return, right now the game offers no real meta-progression. No offense, but a percentage increase on running speed or light radius isn't exactly compelling.
#3 - (Pick specialization) Meh, if you start next to a village this becomes a moot point. See #1, just default spawn next to a village and this one is resolved.
#4 - (Region-locked gear progression) I think having the experience being gone is a good thing. Consider a game like WoW. Once you finish the Lv1~10 zone, you need to start over finding new gear in the 11~20 zone etc. This is no different, except that you can literally pick ANY zone with a group of friends and start playing it together. That said, artifacts (see point #2) aren't exactly satisfying meta-progression.
#5 - (To XP or not to XP) Okay hear me out here. The primary problem is that people are having a kneejerk reaction. I think that being able to finish a zone with a few friends (or solo) in a few to half-a-dozen hours is absolutely a good idea. Character and region progression need some work to make it more structured and rewarding yes, but I actually think that Wollay is on the right path here and that defaulting back to the absurdly unscaled XP scaling is a good idea. This new system, once you get used to it? Actually makes the game more viable long-term. We just need better meta-progression to make it worthwhile beyond the immediate region-progression that seems pointless.
TL;DR - I think the main problem people are having is two fold. First is the kneejerk reaction that they don't understand the new system. The second is that once they wrap their heads around the new system they realize there's absolutely zero meaningful meta-progression outside of artifacts which aren't really that rewarding (really? A few percentage increase for running or light radius??)
Wollay seems to have observed how popular group-play was in the alpha. And this new angle for the game seems intended to maximize this.
No longer do you need to powergrind someone up to high gear so they can run along with a group of friends who have been playing for longer.
You can literally go to a new region together and start playing without it affecting things too much.
That seems the likely goal that Wollay aimed for with these choices. The only problem is that as-is? Outside of playing for the sake of playing? There's no rewarding meta-progression.
Great points Danjal! I feel like Cube World has a good foundation of gameplay mechanics that can be tweaked and tuned to be even better! Love me some Cube World 👍🏻😁
I don't know why, but i personally don't like where the game is going, the game's goal, all this "item-locked-zone/biome", all this "you don't get exp when kill a mob" dunno why, but it makes me want to remain in the alpha, even if i personally can't wait to make my hands on this game and try what he change and how much it means in terms of gameplay, i will notice soon, but all this video (that are kinda clarification video) makes me want a re-style of those new things and want to make it back to the alpha...
its becaused your attached to the old loop of kill and watch the numbers go up. Its like an addiction. just open your mind and you'll find the game to be really fun
@@jairusstrunk94 _no, I don't think i will._
@@jairusstrunk94 "you'll find the game to be really fun"
Well, yes, but actually no.
Really good breakdown. Hope Wollay hears you!
I think the only thing missing are character stats, the artefacts and maybe a skill tree could influence if, and i would say nothing else.
But that would probably mean remaking the code for a big chunk of the game so it couldnt be done over night for sure!
I think the game is great, but i just can't see myself putting 100+ hours in a game with no continuity..
I remember you and your old alpha playthoughs. Good memories and nostalgia.
I think a great way to implement levels and a skill tree w/o experience would be to give you skill points for getting artifacts and a level each time you complete a region. This way there's a reason to actually complete a region and continue going through regions rather than just beating it and calling a day. That would add back skill trees, levels, and give a good sense of constant progression without adding XP itself back into the game.
It wouldn't give a good sesne of constant progression though, clearing a region takes too long.
The issue of artifacts comes down to the length of time for the reward.
Very nice video, i like your points, although i'd prefer an exp system being added, but if you would go completely without it i'd say let us choose what we get from the artifact we picked up, maybe by going to some npc who's willing to trade the artifact for a training lesson or sth and let us be able to choose combat stats instead of movement only (So it would be kind of a skill point). I also agree with you that the region lock of mobility items is pretty bad, you could do stuff like you have to find an upgrade for your boat when you go into an ocean biome, because the tides are too heavy otherwise you can't really control it, or you have to find an upgrade for the glider in a mountain biome, because the winds in the valleys are too harsh, ... If these changes would be implemented i'd even be fine with the region locked gear, although it's still a bad game design choice imo, since there is no logical reason why you would loose your gear on crossing a border. In general i'd say these hard region locks are what makes cube world feel bad atm, cause it mostly feels like sth he wanted to do, but was too lazy (or whatever) to implement it in a smooth way like other games do, e.g. Any game with a new game + feature, you get to keep your gear, but the stuff you'll find will be way better even though it's only common rarity, which would go hand in hand with the the ideas of dividing the regions in different difficulties, which some people in the comments suggested, for which i'd totally eschew on a random generated map or start point (which of only the start point is random atm anyways afaik) for this to be added.
But sadly at this point i doubt that we'll be hearing sth from wollay in the near future, given his behavior in the past and the fact that his blog is deleted and his twitter is dead (or at least he's not posting) since 29. September. So my hope lies in modders to fix some of this stuff, although i've read that the game is pretty hard to mod atm, but still maybe someone can come up with a modding API and than the fun could begin. Also there are some other promising looking projects on their way (Veloren for example) that could adapt what cubeworld has done right and improve what it has done wrong
This is a very well written examination of the game in its current state. This is the kind of criticism that is needed.
As you point out towards the end of the video, I think that for the region-locked gear to actually work out, there's a couple of things that need to change:
1. Artefacts need to grant permanent combat bonuses, not movement bonuses.
2. As somebody else pointed out in the comments, the traversal items could be changed to do what the artefacts currently do: The first time you find the item, you obtain it permanently (Sans treasure spirit, spirit bell, magical harp & sky flute), and subsequent items increase the corresponding stats that the artefacts currently improve (Riding speed for reins, climbing gear instead changes to climbing at all, and subsequent climbing gear gives stamina drain decrease, a new diving gear item that allows you to dive, with subsequent items reducing stamina drain, and so on.).
3. Craftable items should have a much higher chance of giving + items, as currently you have no reason to grind for crafting materials since it's much faster just killing monsters or defeating hotspots for your gear.
I think that the current game is good, but it has some major flaws that need mending, since you have no real reason to go outside of your starting zone unless you feel like doing a "New game+" type of state. The problem with that it undermines the desire to create new characters, since you'll only ever want to start a new character if you actually want to change your class, and it's objectively better to just stay with your current character since you'll get the exact same feel by venturing into a new zone instead.
In all, I think you've outlined the major issues of the game in this video, and I think that if Wollay got to see this video and listen to the feedback provided herein, it would make all the changes to the core game much better. I don't necessarily agree on the pets part as much, as I kind of like the idea of different items giving you different pets, but I would say that the current system simply demands you looking it up to figure out what items work for what pets, since you can't intuitively tell what items are used for what purpose. Also, once you've obtained a particular pet, you can still get the original taming food, which at this point is useless to you, but you cannot tell what items you've already used to tame pets, so trying to sell them off is practically impossible unless you create a list of pet foods that have been used. This could easily be remedied by the pet cage showing you what item has been used to tame a particular pet.
what if they were to add something called artifact points that are acquired from collecting artifact that can then be used in a skill tree type of menu and gives you a choice if you wanna use it to increase skills stats of ability stats? so say you get one point per artifact and you can chose what you wanna perma increase a skill or ability stat of your choice.
Another great suggestion! Going a bit deeper on the skill tree while still needing artifacts 👍
real question: what advantages does the warrior have over other classes
lifesteal?? doesn't matter if the target dies instantly with magic...
would be good in pvp no doubt though but that's not there.
If wollay keeps the region locked gear and the gear+ system, i would recommend maybe implementing the option to forge your weapons into +gear for gold/ or a specific item
Thank you for going about this in a constructive and nontoxic manner. i have been waiting for this game for a long time to come out and finally today got to play it for the first time. At first the lack of direction and a bit of lack of information was a bit annoying, but I found the whole experience to be really fun especially being able to play with my old man. We were laughing and running around a ton. It was kind of funny how we would literally run from certain mobs because we knew we would die from them, but I think our favorite part was fighting a boss cow that kept spinning to attack us. By far one of the funniest and most enjoyable things i have gotten out of the game in a long time. I have not gotten an artifact yet but I do think they should have more of an impact on ones character and that some stuff should carry over or instead have more reason to stay in an area. Perhaps have more events occur as you progress through the area.
Yeah, I agree with you
Especially the character progression part, and also legion locked items, I mean if you acquired a climbing boot, I feel like it shouldn't be unusable in other zones, that just doesn't make sense for me.
For the weapons and equipments losing their power in other zones, I think that kinda makes sense, it likes the gears' power are part of the zone and once you're not in that specific zone, the gears become weak.
But I don't like that even a plus gear loses its power beyond 5-6 adjacent zones.
Be aware though that in the development period, Wolley didn't receive much players' comments and suggestions on this new system, so there maybe some changes in the future.
Fortunately, new players now spawn at/near a village, which helps in the matters you listed at the beginning of the video, including classes. We can live without class selection in character creation since we already start at a village and have the option to switch classes. It would still be smart to allow us to choose classes at character creation, or at least provide tooltips to new players alerting them that they have the option to switch classes.
I'd genuinely appreciate having artifacts gift a bonus to stats. Right now I've completed my first region and feel very hesitant to play anymore since I don't want to start over. Once I've taken a long Cube World break, I'll probably return to the game as I do enjoy the game a lot (idk how people only spend 2-3 hours in a region, I've logged 18 hours in the game already), but the region locking is definitely something I had to "get over."
Never played the alpha so all I to go off of is the Steam release, but there’s a few tweaks that could make progression meaningful.
First up hang glider and boat should be a one time find.
Gliders found in other regions should add a boost in some way (20% increase in speed or reduced stamina consumption?).
You should be able to create +weapons and +gear (maybe do something with the modifications system? Instead of modifying for a negligible dmg increase, each weapon type could have a list of materials that need to be added on to your weapon (in any place you choose) in order to make it a plus weapon)
Now to balance out these changes I was thinking about the artifacts. Right now artifacts suck and there is no incentive to even find them, so my solution is to first of all give artifacts better buffs but also make artifacts affect game difficulty. So for every artifact you hold (minus the artifacts found in the region you’re in) the health and dmg of enemies increase. (For multiplayer it would be the total artifacts held by a party).
Ex: Region 1 has a base difficulty of 0. You complete region 1 and have found 2 artifacts. Any other region besides region 1 now has a difficulty rating of 2. You go to region 2 and find 2 more artifacts. Now region 1 and 2 affect each other and both have a difficulty rating of 2 and all other zones have a difficulty rating of 4 because they are affected by both regions 1 and 2.
Now to incentivize players to find artifacts there should be custom “challenge regions” walled off by the number of artifacts you have. These regions would add red difficulty enemies but also new red weapons/gear as well as a new type of plus +weapon and +gear (ex: weapon+2, weapon+3,etc.). Each plus on a weapon indicates the number of zones it is useable in excluding the zone it was found in and previously explored zones. So a weapon+1 would be useable in the next new zone you explore, while a weapon+2 would be good for 2 new zones. (Also side note there should be some way to let the player know how much of a zone they’ve cleared and discovered whether that’s “10/20 Locations Discovered” or “Zone Name 50% Explored” doesn’t matter.).
There would need to be a lot of balancing for these kind changes to be implemented but it sounds plausible to me.
Less game changing fixes:
-List view of map locations that shows check marks if applicable
-ability to purchase low quality food in towns for early game
-add a stable hand npc and stables to towns (sells low quality mounts and pet food)
-add a training hall and trainer (has custom dialog and training scenario for each class and specialization to teach new players)
-make first quest “Find the town nearby” and mark it on mini map
-the first npc you speak to should tell you about the training hall and the second should tell you about the stables and the importance of mounts
-stable hand should immediately give you the quest to find the reins and promise to give you a discount on a mount if you find them
-starting equipment buff
-increase move speed by 25% and sprint speed by 50%
-increase climbing speed for ninja class
-reduce stamina usage for climbing
-pet food tips found by talking to npcs should be saved into a list to look at later cause how am I supposed to remember that hornets like popcorn if I saw it pop up for 3 sec while praying for someone to give me an actual quest
-flight master has new option to spend 1000-2000 gold to unlock all quest locations in current region or 300 for one
-gem traders sell a “Ring of Mitas” or some kind of equipment that increase gold dropped from enemies at or above your equipment level, costs 5000 gold, doubles gold, and can be used in any zone
Idk if any of these would fundamentally break the game but eh
I think he should remove region lock entirely, while making them bigger. He should also make beating a region more rewarding to incentive beating it, instead of just leaving it.
In the alpha i loved exploring new biomes and the freedom here feels gone.
I also in the beginning hate walking around and seening cool enemies knowing my ass would get destroyed. I felt like i was just running away more, because there is no incentive for me to kill it.
Also the map/world to me is boring. Give me cool towers to raid, abandon villages, ect. Make me WANT to explore, not because i have to but because i want to.
I feel like adding back the skill tree and lvl would just be great for the game.
I could go on and on....
Staring with all your skills its a good point but, a skill tree with ALTERNATIVE active and passive skills for custom your own skill loadout would be great.
*Alternate* skill tree would be 👌🆗
Amaazing
Elder Scrolls Onlie got great progression. You can do most of the content at lvl 1, but with more experiance and gear you can start to steamroll through normal content and have a better time in veteran dungeons and raids. Max level is 50, and then technically you dont get any more skill points, however doing stuff via exploring gives you more points. Also at level 50 you start to gain mastery points, which are just small passive buffs (e.g. +0,13% critc chance), you can have up to 810 mastery points, but each "mastery level" requires more and more experiance from killing enemies and doing stuff. Would love to see system like that in Cube World, each new zone from the starting area would have level range (1-10, 11-20... up until level 50) and then, when your character is capped at level 50, all world is scaled to that level and you can begin your journey in farming those mastery points and becoming the strongest hero in Cube World.
Doubling down on the RPG elements and making multiple paths to "endgame grinding" would be great for sure
Really nice video, I agree with all of the points and suggestions you made. Cube World, right now even at full release, I think will scare a lot of new players off because of the inherent frustration and the inability to keep what they've worked so hard for, and you've provided a lot of great solutions for these issues. We need more constructive criticism like this for the game, not more hate. Thank you for putting it into more effective words.
2:06 I just need to point out that with every character you make in the game now, you spawn next to a city. As long as you know about the guild master you can change your spec more or less instantly
This was *just* patched haha. Thank you!
Maybe durability on the hang glider and boat would be better, so the quests to get them wouldn't be unique
Exactly. I'd honestly be ok with some of these more tedious things like re gearing per zone if the artifacts were worth gathering. Throw in some artifacts that do cool things or give your player some unique skill.
The artifacts are supposed to be the supreme goal of the biome: It's supposed to greatly reward you, so instead of giving a slight travelling boost, it should give some "skill points" to spend in ALL (yes, all not only movement ones) stats, that would bring back, in a way, the customized skill tree experience
Massive Servers + PvP would be soooo awesome!
C H A O S
This is exactly why wollay did an early access period, to get feedback and improve the game before the masses play the game
Exactly! To get a gauge of where the community feels the game should be and how to improve to bring Cube World to that perfect sweet spot 😁
I entirely agree
That's literally an impossibility a week from a games release, you give this guy the benefit of the doubt too much. Lol
It will take literal months to get any meaningful updates, and by that time the games gonna be hammered with negative reviews. (I'd be surprised if this game had any higher then 30% positive reviews)
@@Giliver As of today, the game has a 44% rating (if you only count reviewers who bought the game directly from steam) and 36% (if you count reviewers who owned the game overall). The game is in freefall and I doubt Wollay is going to respond anytime soon unfortunately, especially when Wollay dipped years ago because people were giving him negative feedback on the alpha.
My idea for fixing the progression is to basically combine the old region scaled difficulty with the new progression system. First bring back random seeds so that when you spawn in, the difficulty increases for each region away from your spawn. Instead of having the need to reset your gear, just make the enemies per region way harder so that you do need decent gear just to survive if you want to travel far. Also make artifacts meaningful (no 4% increase to swim speed) that give manual stat increase options so that you are more equipped to deal with stronger monsters without necessarily needing stronger gear all the time (more variance). This would hopefully fix the core game progression, but another option would be to add back in the skill tree in some form to feel like you are getting stronger along the way in between hunting for gear. This could all be done without an exp system if Wollay really doesn't want to do one.
Just bring this game to alpha state, and leave all the additions like quests and artifacts. This game needs content, not design changes. Because its not the same game anymore
The whole reason Wollay chenged the system is the lack of content. Instead of adding more content he crippled the players ability to explore and progress to pad out the play time...
I think you’re pretty spot on with most of what you said, I really enjoyed how it was in Alpha and Beta, I wanna be able to level up my abilities though, like gain points or something to level up my shurikan for example
I'm going to add this one since you didn't talk about multiplayer:
Beyond the fact that the boss health adapts, the game needs to drop more stuff when taking on enemies as a group and everyone needs to drop stuff that only they can pick up until they choose to drop it for others. Also maybe we can have 1 drop per class guaranteed on 4-5 stars bosses? Playing with a group that's a little too competitive and one guy plays the rogue whilst others play mage and usually picks up all the loot, including pet food. It's really annoying to play with him since he just doesn't share and the game does nothing to emphasize group play. Also we need the ability to do pvp/friendly damage ;)
My solution for the issue would be if you obtain maybe like the percent of lore for a region determines what rarity of gear can be carried over from that region ( for example 30% lore allows white items to keep their stats and 200% lore allows legendary items). For levels bring back exp but make it so their are thresholds that require artifacts to pass ( for example to level up past 5 you need to collect a minimum of 3 artifacts) also give artifacts more impactful effects like 1% to a stat or different rarities.
Edit: Also to keep balance enemy's could scale off of the quality of your gear and the amount of players.
My ideas to make the game more enjoyable and make everyone happy.
1) yes for tutorial, we need one, without it, new players are confused.
2) let's tweak region locking: you keep the boat and hanglider between regions but their speed is cutted in half until you find them again. This is the best solution in my opinion and no one tought about it.
3) lets change nothing else, but let's add an exp system and skill tree system on top of the current one. The skills you can buy with character lvl up are smalls tho. And they affect abilities cooldowns/mana comsuption/ dmg/stun porcentage up and also fire rate (aka shurikens) can also add a new effect.
4) to encourage players to find all lore and artifacts, and also encourage them to go in another region. Let's create super special skills tree, with very unique and rare skills unpon 100% conpletion of the region (all lore and artifacts)
theses skills are very powerful (ex: +gear crafting, ++gear crafting (can be carried 2 region further from the one you're in), +++gear crafting (same but 3 regions furthers), permanent gear crafting, double skill, one more chance(+1 extra life with 2 minute cooldown), loot + (+ extra gold and loot from enemies and scavenging, doesn't affect weapons) , weapons + (increase chances to find + gear)
all the skills are permanent
5) i loved the capital idea, let's make kingdoms with a capital in each of them
I love your point of #4 where you feel doubling and tripling down the current mechanics and making it DEEPER helps to build the RPG and farming aspect 👍🏻👍🏻
Honestly I think all special items should be a 1 time find even if they were more rare. but for other progression improvements I think 1 or all of 3 changes would be great!
1. + gear is far less rare so that you acquire it at the same pace that you transition into new zones.
2. A simple leveling system is put in place that makes marginal improvements to all stats and abilities.
3. Artifacts make small adjustments to meaningful stats like combat. OR instead of leveling. Artifacts give stat points for the player to spend as he chooses, such as on attack or defense.
Great video BTW.
I think it's cool with no xp. As you said, you can just get op armor or weapons off the bat, but that's why there is the region based map that makes your gear bad if it is not specified to be good in that region. That way you'll have different progression every time. Maybe you get the best loot when you walk in, or maybe you craft your first weapon that can actually do damage in that region.
To summarize my feelings about Cube World's progression: I feel like I'm leveling my character from 1 to 5 over an over instead of continually getting stronger.
Another analogy would be when WoW has its next addon. You spent time getting powerful gear from raids and then *poof!* and it's all bottom of the barrel stuff, but instead of happening every two years or so, it happens every couple of hours.
You're just doing the same progression over and over like a hamster in a wheel as it is.
Region locked items really need to go. They mess up the progression of your character and heavily discourage you from exploring the world, the very two things that I enjoyed the most in the Cube World alpha.
Aside from that, I do think that a skill system helps, since unlocking things has a charm of its own. The only thing that was a bad idea about it in the alpha was that there were too few skills and that you shouldn't level up skills for boat, riding a pet or hanggliding. Those could easily be items that you can upgrade... once per region. Every subsequent hangglider, boat, etc. upgrades yours and makes you go faster/use less stamina.
And getting to that lvl 5 only gets me 2% faster climbing speed... im a mage i dont even climb most of the time
it would be pretty cool if you collected 5 artifacts that give you "+hangliding speed" you get a permanent hanglider, and 5 "+sailing speed" gives you permanent boat etc. It would kinda be similiar to the alpha system where you had to put 5 skill points in to swimming speed and you unlocked the boat. Idk just an idea to try an integrate the old with the new.
As an alpha player I would like to see EXP back, but used to make the artifacts more powerful, a small increase to its effect per "level" and duplicates give you a much larger increase. Duplicates could be kept as a seperate item to 'merge' with your current one or used to give a piece or gear a + at a substantial cost in gold as well. Artifacts that have been leveled up could give a larger + (my understanding is that every + gives an increased range from the kingdom it was acquired in to remain useful +=1, ++=2, ect)
I think that the developers of this game actually will listen to its fanbase, I think I'm still gonna buy this game, I played the Cube world alpha (even though I got a pirate copy of it but that doesn't matter) and I think this might be a new refreshing start for me, however if I find the game to actually be as difficult people say it is, I'm not gonna play it until they fix the main issues. I have really big hopes for this game.
Great vid I hope these changes will be implemented in the full release
simple ideas
- remove region locking ENTIRELY
- add a proper EASILY SKIPABLE tutorial
- add rare unique named items throughout the world with cool looks and special effects
- new unique terrain generation
- every new region you go into, have the new items be stronger than your current gear but also the enemies be stronger than the previous enemies (if this is already a thing just ignore this)
-add more varients to dungeons, monster, etc... make the bosses more than "bigger version of original monster"
I think that the enemy devaluing is not really as much of an issue as people make it out to be , roaming mobs are for sure devalued but mission mobs are not , I had a white mission drop me 4* gear and I think that is because there is code in place to make it so that gear drops that a better ( like 4-5*) are a higher chance if you already have good gear in ur inv
Quest mobs and roaming 3-5* enemies definitely drop their quality gear or better anecdotally. It's not often a 4* enemy drops 2* gear. I agree with you there 👍🏻
I definitely agree that artifacts as they are lack any sort of weight. Grinding exp has just been replaced with grinding for items, and between the two I would rather my character grow more powerful than just get swankier things that will just be lost in the next zone. If Artifacts actually made you a little stronger it would make all of the work mean something. Gear can obviously be important to. I will say that, as a mage, glide is fun and exploitable, especially in combination with a hang glider.
I like the actual leveling system.
But I igree you should get small stats bonus and a system that, every time you level up, or get a new item, the weaker monsters become a little stronger (more hp, more damage, more armor...) based on your starts levels (weapon and armor) and character level.
And, for every zone you go away from the one you got a item, it loses 1~2 stars.
As well, + gear need to be global and VERY hard to get (like very rare random boss drops with only 1 boss for every area). We could also have a new type of gear, that is stronger than normal or + gear, but is area bound, can only be obtained via crafting and loses all stars if you leave the area.
At the end of the day what I hope is that Wollay sees this content and people’s passion for the game as opposed to the actual negativity.
They need to just add permanent stats or add a skill point/skill tree tied to them as well when you level up. In the alpha you could increase your movement speed through the skill tree as well as leveling giving stats as well as being much easier to come by than artifacts
I think as well as starting next to a village, the events/quests surrounding the village should be visible immediately and 1-star to allow the player to get a start on upgrades without being one-hit by monsters. Put the difficult stuff further out. Also in terms of content, each biome has lots going on. I would need to revisit Alpha to compare but the biomes in Beta feel more vast but that might be there being more content. To give an example, one plains biome has had several hours of content for me.
Each biome has 5-6 hours of content easily. In alpha, if you were fairly geared up, each biome had 1 hour of content and 30 minutes of travelling to other biomes.
There is far more to do and accomplish in Cube World in it's current state, 100%
I so badly want this game to be great. I can't believe after all these years, this is the current state of the game we've been begging for. Hope to see the design improve.
In the long of the short of what i wrote a reddit post about, one way to solve some of the issues would be to use the artifact system and how you gain levels by finding artifacts is by implimenting a talent system that would allow you to permanently unlock reigns, boats, etc buff weapons, light radius or other things of course to a maximum, if you already had unlocked a boat permanently through a talent system, the act of finding a boat in this example in a new zone would simply give you a 5-10% speed increase for the boat for that zone, there is a ton of ways to solve the issues really while engageing in more active choices for the class and how you wish to explore and in what order :) hell if you wanted to drag it further out to extend gameplay i guess you could even make it so you just unlock a boat once again as an example in 1 zone type, sea, lava land etc
Could you tweet me your post? Would love to read it in full! @noobsniperr on Twitter
@@NoobSniper Don't have twitter but here is a link www.reddit.com/r/CubeWorld/comments/d9121z/suggestion_for_the_artifact_leveling_and/
i love how you make an honest review of the worst parts of the game but not only yelling how bad are that things but giving options, that's how all the reviews should be. and i want to add something to the progression part, cause now is like killing everything and have luck to get the loot and i want to use terraria as example.
terraria don't have experience or tree skill, but playing the game you can see progression just by crafting a single potion, or looting a certain item in certain biome etc... there is always something that can be improve to beat the bosses, even the bosses order is a thing too.
so maybe there is a way to put that kind of item-based progression on this game too. what do you think?
Personally the only thing id do differently is make it so each artifact gives you a token, then put a shop in that sells + weapons, skins, and very expensive travel items like + boats reigns and such. Leaves the gameplay loop alone, but gives the needy people a reason to go artifact hunting. Then it wouldnt matter that they only buff travel speeds because the buff is just extra. your really getting them for the currency, and i think people would be fine with that and it would balance the game between those of us who love it now and those that miss the alpha. he could then add more skills and classes, and lock them behind skill points also gotten from the artifacts since they "level" us up anyway. Not too much changes but it gives the needy people a palatable goal
Keep it up 💪🏾 💯
Thank you, will do! 👍🏻
I would like a artifact based leveling system including experience like this: The amount of XP needed per level increases exponentially, so that maybe every 20 levels the amaount is so high leveling up does not seem worth it. By getting an artifact the xp will be set down to an amount your able to get for another few levels until you would need a new artifact.
There actually is a not so hard to implement way to make progression feel fun while retaining the region lock and no XP systems.
Give every region a level. The farther from starting point - the higher. Higher level of the region adds some additional stats to mobs. Hovever jump in power between tiers within one region is still higher. So, for example, lvl 1 white < lvl 2 white < lvl 1 green < lvl 2 green < lvl ~20 white and so on.
To compensate increasing difficulty, player can get an artifacts (as in current design). Hovever - these artifacts increase base stats of the player charterer as well as utility skills.
It can be the same stats as those that affected by gear or some unique ones (such as max mp, or passive hp regen)
If we wanna be fancy we even can add some charterer to regions from gameplay perspective:
Assign tiers to regions - just as gear, from white to yellow. Higher tier regions have better chances to spawn "+ gear" and have more artefacts. Hovever the curve of stat gain for mobs is higher then in lower tiers.
And (if we really going crazy with content) high tier regions can have global events/environmental conditions which make going through them more complex task. (BTW, right now there is at least one global event that can be used for this purpose - demon portal witch possess random low tier mobs. I know about this one but there can be more already in the game ready to be repurposed!)
The current design not working not because region lock resets your equipment, but because there is no real difference between clearing your first region and your fiftieth. You might as well start a new charterer or consider the game completed, as you just not gaining anything useful.
Starting again can be fun if in every new iteration you'll get just a little higher just a little faster - most of the incremental games build this way and they are really addicting.
And Cube World need this to complement it's charming world and unique sense of explanation.
I really hope that Wollay sees this video, it's not a personal attack at him and many very good ideas are brought up. Your views on the artifact system are perfect, I just stopped playing the game already because there is essentially no progression. I did the lore for an entire cult and it showed me the location of the rest of their artifacts, but to be honest there is no reason for me to get them, its just climbing speed, swimming speed, and lamp radius. No real reason for me to want those artifacts.
Dunno if this already exists cause I'm still new to the game but, I think it would be cool if we got new core abilities styled for each specific biome (different for each weapon type too) and we got gear that was styled after each biome (though this is cube world, not much detail could be seen in gear.. but still). I think this would give us enough incentive to re-gear when we get to those new biomes. If we have new skills to try out, and new gear styles, it could be fun bouncing between biomes. I really enjoy the game so far, and I was slightly lost in the beginning but, being lost is part of the fun.
i think that character progression was actually pretty great in the alfa, you could grind levels by killing the mobs but the dungeons gave a lot more, so i would just stick with and give us the skill tree back but erease the gliding/pet riding/climbing skills, this way you could focus more on one ability and for example make your ninja spam his shurikens or something like that
oh and when it comes to the gear i think that alfa was great too, the world just kept on leveling with you
i just think that cube world was missing the quests and stuff like that but changing the whole idea of the game came out actually pretty bad for me
Some people here pretty much sums up my same opinions and suggestions, except one. It's just a nit pick but I wish the whole map isn't already 100% cleared out for you. Something like from the alpha (exploration clears a bit of the map), I miss it because it really gives you an experience of discovering new lands. They could add npc for it too, heck even items. Pirate treasure maps, local cartographers selling outlined maps, quest bounded locations gives different feedback in the maps and such.
Repetitive gameplay loops, like starting fresh in each biome, are not inherently unattractive to me. I'm a huge Monster Hunter fan, and that series is known for it's seemingly endless loop (grind mons to forge better gear to fight stronger mons to forge better gear, etc.). Such a simple gameplay loop is held up by the extreme depth and complexity of MH's combat, bosses, and gear systems. MH also lacks an exp. or leveling system, but the game is deep enough to make *learning* the most important form of experience. You learn the abilities and limitations of each weapon type. You learn the habits, strengths, and weaknesses of each monster. You learn combinations of gear/skills that best compliment your playstyle and the quest you're undertaking. This deep potential for learning and growing as a player - not the grinding for gear or exp. as a character - are what drive people to play MH games for hundreds of hours.
If Wollay wants to implement a similar gameplay loop in Cube World by refreshing/increasing the challenge of each new biome, then more power to him. However, I would challenge him to make the questing, exploration, and combat of CW deep enough to make such a loop continuously interesting; this should be achieved not by forcing players to endlessly search for better gear, but by encouraging players to learn and master the complexities of the game and its world.
Comparing this to Monster Hunter is wrong, because your old gear still helps and isn't trash... while it is more powerful in previous regions if you backtrack with your new old gear. There is still "growth" unlike Cube World. Similarly MH is a fluid game with tells and patterns which are needed in part because of how "growth" is handled. Cube World completely lacks this. Dark Souls and Monster Hunter are identical in function. Cube World doesn't have the design needed to support this as a random generation world can't support the enemy design.
My main problem with the state of the game is: you are grinding for the sake of grinding, not to prepare for a raid/pvp. You grind for +gear, them wipe the kingdom, them it resets, progress lost, rinse, repeat. For me it just kills the pacing of the game. One way I would fix it is: the artifacts could give some "skills", like the old skilltree, something unique for each class, and since artifacts are permanent the sense of progression is not lost after leaving a biome/kingdom, or some way to add perks or mods to armor and weapons, like "less damage from bosses/ogres/insert mob here", or some way to infuse gear into one another, like destiny's system, spend some resources to give a gear better stats, that way leaving a biome/kingdom does not feel like a wipe of progress.
i think a lot of people dont understand why the fact your equipament turns weaker after moving to a next area i mean back in the alpha if you gather a legendary item in the start area and move on the enemys gets stronger and your weapon turns bad its almost the same thing as the new update
I know this might be lost in the sea of comments or not even be acknowledged by anyone but here goes my thought and suggestion...
IMO the old EXP and skill point based character progression was fine but needed to be tweaked such as once you hit a certain level, instead of mindlessly putting points into the skills why not have a prestige system. lets say that you decided to prestige at level 500 (yes it was possible to be that high) you gain a percentage of EXP boost so you gain more EXP, enemies become more tanky and creatures gain variants such as a sheep that spews flames or a skeleton that transforms into a lichking if it gets defeated, loot find boost (which could be a luck skill point or something like that). The old weapon modifying system was quite creative and it became almost a fashionable way of upgrading for me at least (back when cube world had servers and people showed off pixel wings and masks using spirit cubes). The region lock seems very off because the majority of the game is exploring so I would say get rid of region lock and let players keep relics and the more relics players find it could perhaps be traded to some special guild master and the reward can be either weapons, buffs such as EXP boost or special artifacts that help you in battle but requires special conditions to be met such as deal certain amount of damage or perform a back dodge and in return summons a lightening from the heavens or grants regeneration while pushing enemies back and stunning them. A possible relic should be medusa's head so it could petrify/freeze enemies for a long time and make restrictions such as it cant be used on bosses so it doesn't become too OP. In terms of enemies, just make them scale with your level but because I'm bad at explaining things I'm going to give a example. EXAMPLE: enemies in your starting area stays the same so if you come back to them with OP gear, it would be overkill. Once you go into a new area, the enemies will be locked into what level you are so when you come back to this area after completing it, it will still be easy. Wollay removed the world seeds option which IMO it's great because back in alpha you are able to farm easy bosses for spirit cubes which made exploration not as needed. MORE CLASSES!!! Maybe add a Doctor style class to the game and have the subclasses be Plague doctor and or miracle worker. Gunner class that uses the mana as bullets, subclasses are The heavy which is built like a ranged tank and Agent who is a hit and run with a little bit of stealth character. MORE RACES!!! I want to be a alpaca man... I will sacrifice my first born for it.. JK.
This is all I can think of and FYI I am fully aware that coding and creating a game is hard and some of these ideas may be absurd so I apologize for that. I would love feed back and would be more than happy to read what you guys have to say. FYI If I don't respond it's most likely that I'm really busy and I apologize for that also other than that Please be courteous to your fellow youtubers and to wollay himself.
I've made about 10-15 characters so far to see what the world variety is like for spawns, and every time the village was under 2 minutes of walking away (and they are very visible on the map) so I think thats fine. But having the hanglider/reins (I don't really care for the boat since I havent ventured to the sea yet) should be artifacts. I feel like if they were artifacts and having 2 of them would just increase the effectiveness (speed and stamina cost) would make it better and more progressive and add the incentive to get all the stuff and go to every biome. There should also be a different tier of rarity (better than yellow/legendary) that can only be made if you complete a kingdom/region. That could totally make + gear seem more logical since you would need to finish a region to get gear to get to go wherever you want
Or would you suggest, after 100% completing a Kingdom, unlocking a ++rarity boss or series of bosses that drops ++gear that has no restriction? 😯
my idea:
Make a few key-items (nameably glider boat and pet riding (and maybe climbing)) permanent,
keep bell and others zone Bound.
Make Quests give those key items and/or points for a new Kind of Skill tree.
Imagine a Skill tree along the sides of sth like Path of Exile where you could skill along a path always just leveling 1 specific stat as Permanent Progression.
To even things, nerf gears strength (or buff enemies) and give them some kind of minor scaling so the skill tree doesnt completely outmatch them.
make enemy strengh more random so e.g. a Savage dog (4 Stars) could actually rarely also be 3 or 5 star.
Involve a new currency where the weaker the enemy is, the more they drop from it (so killing them is worth sth).
Id use that currency to implement a new NPC, who uses it, to increase the rarity of a Item (the higher, the more expensive).
also make equipment scale down the farther away you go, making 5 Star gear in the Zones next to them about 3,5 Star Strengthened, and less the more zones you Travese through.
Give the Same effect to + equipment, but weaker so next to a area where it had 5 Star its like a strong as with 4,25 Star
just ideas i came up with considering what wollay probably wanted to feel the game like and how one could fix it.
Don't nail me on the numbers, ive just wrote sth to pass my concept.
P.s. Buff Artifacts!
In terms of artefacts I'd suggest to copy the badass token system of Borderlands 2
Also universal gear with regional perks
Finally a second equipment UI for purely cosmetic armor
NEW PLAYER Small "easy" improvements that would improve this very fun game immensely.1. Get rid of gear+. instead have gear that is from other zones become green quality unless the gear is gray or white in the home zone. Does not matter how far away the home zone is. This just makes it easier since player doesn't have to go searching for the right gear in the inventory and they can't be OP enter the new zone, win - win. 2. have artifacts be equipable (2 artifacts at a time) instead of permanent boosts. Have some of them be combat buffs like decreased ultimate regen by 15% or 50% fire resistance, etc... This improves customization, makes the artifacts seem useful in given situations and make them worth acquiring. 3. Level up - small permanent stat buff that the player can invest in a certain stat only when they acquire an artifact. This allows for better character customization and rewards the player each time they conquer a dungeon. 4. Stronger defense potions to help deal with gold level range attack bosses that are overpowered. Don't nerf the bosses because they are a nice challenge. Make these potions require more ingredients and burst healing potions that restore health almost immediately instead of healing over time.for the same reason. 5. When you start the game. Spawn character in a town and make sure the weapon and armor shops have gear that is a good bit better than your starting gear. 6. Fix the situations where you need an item to complete or get something but its not in the zone. Like I need the climbing spikes to get past a jump spot in a dungeon but there are no spikes to get (i talked to 500 npcs no mention of the spikes). Also maybe have way out of a pit if you fall in one. 7. Get rid of the reigns. Just let us ride our rideable pets without having to find an item. And then lose that ability when we enter a new region. That just feels bad. What feels good is getting your first pet and being able to ride it right away and always. New players will love that.
Most of your suggestions are suggestions for a game that's still in alpha. This new Cube World is in beta which means Wollay is done developing the game and is now just bug fixing. The real problem with the new Cube World is that it's an entirely different game than the alpha version. Wollay lead us to believe that he was still developing the alpha and not developing something new and just cannibalizing the art and animations from the alpha. This new game really isn't the charming free-form action adventure exploration RPG (it isn't even really an RPG) that we were expecting and wanting. I'm not saying that this game can't be good, it's just an entirely different game and we simply need to decide if we can accept what presently seems like an imposter of a game. I'm still willing to give it a chance but, in it's current state, isn't much fun and doesn't provide a lot of incentive to keep playing.
So i think the idee of zone isn’t bad BUT badly used like losing every thing in a sens is bad but what he could do is like your item lose 1 star the fauther zone you get that making a bit more farm but not starting all over.
The artefacts is a great idee to but badly put to the buff are to pore.
And other little think’s that can be changes easy.
But the game is NOT bad, every thing is a great idee but badly put and that’s fixable so i hope in the futur the game will put our idee to NOT change the game completely but make it more fun!
So yeah sorry if my orthography was bad english is still a langua that i learn.
Wollay needs to see this, good video!
not exactly i what i would do but, its a good start.
I actually loved the old progression system. I find myself instinctively checking for how much exp I gain from killing a tough mob only to realize It was completely pointless since I didn't get good rng, do I want to kill a tough mob and challenge myself now? Hell no.
Dungeons can scale with level and to level you need to take down the dungeons in a zone gear should never be useless. But zones can show recommended level that are next to it starting zone is always level 1-5 or something like that.
I think plus items should be usable in zones around the ones you've conquered so you still have to explore the whole biome and get the artifact but also can continue on with the same gear and makes the exploration aspect stay intact while also making the game less of a grind.
+gear *is* usable outside of the original zone. General consensus seems to be drop rates are too low for the +gear
Here are my suggestions:
Base stats like speed, health, defense, attack, etc. could be gradually (and permanently) increased over time as either a passive progression system or skill tree. The boat and para glider should be kept regardless of region. They should, however, be broken or lose integrity as you enter new areas (so it's not OP). This could then be fixed by either purchasing upgrades/repair kits for it or completing a quest to restore it's full potential.
Gear and weapons could definitely be crippled upon entering new regions like it is (as it would just be WAY too easy after you've completed one region), but SHOULD instead retain their effectiveness (or at least lose a level or two) upon entering another of the SAME biome. If you are the master of a grassland biome, you should be the (relative) master of ALL grassland biomes. It would at least convey the sense that you have some form of mastery in that particular biome. If not that, then your base stats should have a buff directly related to the completion of similar biomes. IE if you completed the grassland biome with yellow gear then when you enter another grassland biome you should receive a yellow-tiered stat buff and then have a brand new area to explore at a slightly higher advantage than before. This would increase the difficulty for new areas and add a sense of progression and fulfillment for those who explore a lot of areas.
Different biomes should have biome-specific gear/items/quests/story elements (I have not progressed far enough to tell if this is already implemented so I am sorry in advance if it is). This would also give players more of a reason to explore new regions as they would not essentially be starting from square one again.
I think there needs to be a skill tree that is permanent in every location and that would make the game a lot more interesting to play for longer
It seems weird to me that Wollay hasnt implemented some of the alpha stuff into beta, but ill hope he will listen to his community and change it
Ive made multi chars and just went to look around in each seed i made i spawned in a shrine that was always with in walking distance from a town so ive nvr had trouble with getting to a town regardless of how many times i started a new char for a new seed For the Plus Items if u complete the area all items in the area or explored then all those items become Plus second max out your amount of crafting items for when u go to a new Kingdom this way instead of worrying about gear u can go straight into crafting or try to get the crafting books so u can craft better gear right off the bat the only reason your losing so much stats is because your rushing
Can we make this go viral so Wol_lay can take constructive criticism? By the way i expected another rant about this "trash" cube world but i really enjoyed your video, great job!