#Thread for Funnel Up Content Changes
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I think they mentioned rebalancing brico, buffing roads, and adding cargo interfaces for building interiors, so I’m sure it’s just a matter of time
I saw the changes proposed to fix some of the issues players have with the changes made yesterday, I'm glad the devs are listening and are willing to make changes that players are asking for. it's reinforced my trust in the devs, and my belief that the game will end up being amazing
if we could get an interim reintroduction of increasing tool power for better tools, it would be perfect for me. but I guess we'll just have to wait and see what changes the devs are working on for tools and sense of progression
I wanted to make a post in here in addition to the announcement. I appreciate the feedback everyone gave here.
I've seen a lot of criticism here on things like traveler trades, hex coin inflation, friction of trade, food not being useful, flat tool power, clothing being cosmetic and not crafted, lack of ability to play solo, etc.
I wanted to assure you guys that I am first in line to criticize the current state of these as well. We have a small team and things take time to design and fully implement, and each alpha test has focuses of things we want to bring to and validate in the game.
While Alpha 2 had a large focus on adding empires, there is stuff we have been cooking on from learnings since Alpha 1, which wasn't ready to ship in Alpha 2, that is in line with a lot of this feedback and our own team's thoughts on the game.
I know it can feel like we aren't listening sometimes when things are said many times and nothing has changed yet. We do our best to acknowledge what we think needs work, and share about what we are working on (especially in the developer videos), but we can always improve this more. I just wanted to say that we are listening and agree with most of the feedback we see, it's a complicated production dance of trying to finish the things we've started and planning how to address the most pressing issues as soon as we can.
Cheers!
I know you guys are busy, but it would be amazing to have a mid-alpha Q and A livestream
I think that's definitely do-able and something we alluded to in the kickoff stream, will talk to the team about when we could set this up
(if it can be arranged, please invite @mint musk. He's been very proactive with coming to talk directly with us players and ask for feedback and earnestly listen to what we have to say)
I can only speak for myself here, but even if I don’t return for the rest of alpha 2, I WILL be back for alpha 3, likely alpha 4 as well, and so on.
I have so much hope for what this came could be, and want to be here to watch it grow and contribute what I can. Just know that from me, and likely most others here, you guys get nothing but love
If you really really really wanted to impress the fanbase, I would 100% support keeping Alphas open till the next alpha kicks in 👀
I've made Bitcraft friends I will probably only play with in Bitcraft, I solo play everything else ._.
I'm guessing I don't have to do the time calculation now that the numbers are going to change?
We appreciate you gang ‼️
I'm not sure if this is the right place to put this but hey here goes.
I thought about this for a while, and this is what I came up with.
So, the idea is to promote trade and cooperation.
I disagree with the funnel mechanic because once you get to higher tiers then even doing normal day to day things becomes so tedious that it’s not fun. My wife and I Duo’ed to tier 3, It was a lot of effort, but it was a lot of fun. I feel like the funnel up on the old rares was perfect, yes it gets crazy on higher tiers but guess what, tiering up is meant to be hard. It’s meant to feel like an achievement. And with the old way it promoted trade, once we finished farming up our T3 codex we had so much stuff left over I was going to start up a trading post and sell the left overs.
With the new funnel system you have created a system where if you want to progress you can never have an excess, if you want 1 T6 item you MUST go and get every other tier before, this leave so little to trade, why would I trade away my t1 planks if I know that I need to keep them for when I move from t6-7 and again need to start farming from t1 all over again?
You said you want more trade; the problem is you have a small alpha, you cannot expect widespread trade before people have not gotten settled and a group or groups of players have not yet setup a player run trading city or area, this will happen in time and 5 weeks of testing is not enough time unfortunately.
I fear with this new funnel system forcing resource hording, it will take even longer to get a large-scale trading post setup.
My suggestion, leave tier ups as they are, needing to gather so many materials makes tier ups hard yes but you are building a game that should be played for months or years, there is no need to worry about people getting to T10(thinking ahead here) in a month,
Remove funnelling for standard items, rather than making us consume them to make higher tier standard items why not look at a way to convert items up, 1:3 or would be the min I would say as I did the math before shows this ratio should make sure that its not viable to just stay in a t1 zone and go to t6 for example. This will make it that having extra lower tier items means that you can sell it to higher guys that live deep in high tier areas and don’t want to come farm them, This change also means that there can be extra materials to sell or convert up and make.
Give us a reason to trade not a reason to horde our supplier.
Note, I love this game, I’m very excited for what It will become. I hope you continue to listen to your community and think things though. (sorry for the ramble, not saying take my suggestion, just saying think things through 😊 )
Ratio Math from earlier mentioned
T1|T2|T3|T4|T5|T6|T7|T8|T9|T10
1:2|1|2|4|8|16|32|64|128|256|512
1:3|1|3|9|27|81|243|729|2187|6561|19683
1:4|1|4|16|64|256|1024|4096|16384|65536|262144
@rough quail In what context do you mean economy?
Are you talking about player to player trading or using the word in a different way
with the current state of the game, 1 t1 plank would take 18.175 seconds with no crits and just 100% crafting speed (no power source bonuses). then it would double at t2 to 36.25 seconds. then quadruple every tier after
with the changes being pushed tomorrow, it would simply just double every tier
I think it encapsulates a bunch of stuff including:
- Currency sources/sinks and improving stability of prices
- Ease and volume of player to player trade (specifically async)
- Ability for players to profit by arbitraging stuff in time and transporting stuff across the world as merchants
I don’t like that animal hair needs to be combined with straw at a leatherworking station to make textile.
I appreciate the desire to balance refined cloth against the other refined items, and I’m okay with the addition of textile, but forcing it to go through leatherworking is a little annoying.
fully expected them to keep funnel in the game tbf just because i have never in the past 15 or so years of gaming seen a game dev admit they were wrong full stop
So not at all surprised but I am disappointed. that said i am hopeful for A3 since a lot of what was said alludes to A3 having systems to support the change
I still stand by funnel being a bad system though even if it had support. I just feel like there are simply better ways.....dragonprinces said this pretty well
and many others
Dude, we’re in alpha. Calm down. That’s what alphas are for.
This was a misstep, but it’s part of the process, I’m sure they’ll figure it out
Trust me i do understand this and I do plan to support the game further. I would like to see more ways to support even, which is something maybe not for this chat but is likely on a lot of people's minds still.
I'm negative because I feel like I have seen this cycle before, and it usually always goes wrong. But that said it isnt as if everything I feel about the game is negative. I wouldnt care nearly as much if I felt as if bitcraft was going to be some small project to the side nobody is going to play or that I felt wasnt going to bring something new to the MMO industry
I really think the developers have created something special here and it feels genuinely bad that the main concern of excessive travel time is still in full effect with these changes. The ratio isn't as bad as before, sure. But it remains that you do still need to visit every zone at every point of the game which just feels really bad especially as a solo player. For bigger clans i dont think this has nearly the same impact.
Bitcraft remains to be likely one of the most prominent upcoming MMO's for me and i really do wish the devs success.
I appreciate your support, Kytuz. <3
I feel Shado was being calm and collected when making his post, and I don't think we need to subtly shoo away that kind of feedback just because it expresses disappointment :>
I do appreciate your feedback. We have a lot of plans to make the solo experience better, but having the funnel up be 2:1 past tier 3 was definitely unfair & unfun to all those who are playing alone or in small groups at this time. Even to large groups, given the current state of tool power & character progression
I appreciate the understanding but I am not afraid to admit I was being harsh, maybe even too harsh. I apologize for this but it does come from a place of concern for the community of the game
Seeing a lot of people say they are leaving, those among my friend group included was not a good feeling
I am really excited to see how A3 goes though, the game is fantastic and I want the game to do well. You guys deserve the success bringing something new to the genre
It's OK! I understand the reaction. It's unfortunately what many games in the industry have taught us to expect. This is a sandbox game though, I'm not afraid to admit there is a lot of potential routes we can go down, and not all of them may be the correct one. I appreciate everyone who's played our game and given feedback, both good and bad. This alpha has been amazing so far at identifying problems early on, even if we don't have time to get to all of them right now. ❤️
Exactly with this. What you guys are doing is absolutely great. I haven't spent these kind of hours in such a short time in any other game in the last decade. That being said, I'm fully invested in the future now and will absolutely be wanting to help shape it in any manner I can.
speaking of identifying problems... this isnt related to the funnel up thing, but, have you made any progress in making the game run a bit less hot? some biomes in particular are really bad with this and I feel like I have to avoid them/limit my time in them for the sake of my GPU 😔
I can safely say optimization is a priority of the developers. It's improved greatly from A1 to A2
This will likely be addressed definitely before release but maybe not in this alpha cycle
I would maybe look at A3 but it's hard to say for sure.
So what did they change ? in the update
The funnel up specifically at first made all items from t3 onward require 2 previous tier materials, t2 required 1
so a t3 plank would cost 2 t2 planks and 2t1 planks as a result
now they changed it for all tiers to be 1:1 as of sometime today if it hasnt already dropped
so a t3 plank is now 1t2 plank and 1t1 plank
So we're checking this right now and for us this hasn't changed yet today. T3 plank in my carpentry still need 2 T2 and a T4 needs 2 T3
Server updates aren't necessarily the same as content updates. We don't need to restart the server to update recipes. It will be done later today. ^-^
Thank you for that quick, clear concise response. I reall appreciate that update more than I can express.
atm its slow and tedious, but theres so much potential and its so fun when it picks up, i agree :)
The funnel-up changes mentioned yesterday should now be live
basically how i feel
Funnel up can definitely work i just dont know exactly what the developer vision is, and it didnt really seem like they intended for funnel up to be a mechanic
games with funnel usually have much more streamlined resource gathering and transport
I understand its alpha and we could definitely get that later, but the amount of rework the core systems would need just seems like a lot to me
I would say it almost seems forced
Its been really good so far though so maybe they are just cooking something spicy
yeah thats my main concern as of A2, transporting goods needs to be made a lot nicer before funnel up can 'work' imo
May I ask one more question about the upcoming changes? Do we expect the supply pack changes to be done before the weekend? We're trying to figure out how much t1 supply packs we have to make in meantime
We were doing the math and I know the change was said to be coming but sharing why we are doing tier 1 only since the funnel up. These are the reworked numbers with the new 1 to 1 in case anyone else wants to see/think about it for their own claims until the change. Farming and Fishing supplies are unaffected.
Math of Smithing Supply Packs. The Following data does not account for time of gathering of additional Tiers. This is a simple break down of just the crafting at base.
Tier 1:
Requirements – 2 tier one Ore, 2 tier one charcoal
Total Charcoal Time – 15 Minutes
Total Smelt Time – 15 Minutes
Supplies = 500 (supplies per minute =16.6, hasn't changed in update)
Tier 2:
Requirements 2 tier one Ore, 2 tier one charcoal, 2 tier two ore, 2 tier two charcoal
Total Charcoal Time – 30 Minutes
Total Smelt Time - 60 minutes
Supplies = 1000 (supplies per minute =11.1)(prior to funnel up it was 22.2)
Tier 3:
Requirements 2 tier one Ore, 2 tier one charcoal, 2 tier two ore, 2 tier two charcoal, 2 tier three ore, 2 tier three charcoal
Total Charcoal Time – 60 Minutes
Total Smelt Time - 120 minutes
Supplies =2000 (supplies per minute =11.1) (prior to funnel up it was 22.2)
still alot, did u calculate the previous Tier 1 and Tier 2 + charcoal timer aswell
to that total smelt time ?
No its in the charcoal time
ah ok
so 3h per 2K supplies on metal
well considering u can still do multiple in 1 go aswell
Yes, but the gap widens the more you do at once honestly. Its still the same value per minute per pack with a smelter have a max of 8 slots.
did they change the brico coin exchange drop ?
I went to brico, so actualy with the update you just make it even more harder to improve the skiff or cart
What was changed there?
well if for a T2 brick
you need T1
and with the fact they diden't change the 1 1 2 2 on rare material
- the brico trade diden't change
mean you need more material to get the same brico pack as before
and for remind; T2 skiff 500 coin / T3 skif and bigger cart it's 1000 coin (T1 pack 10 coin T2 pack 30 coin)
- you need to farm all the T resine to craft the plank on skif uppgrade ( so 20 T1 --> 20 T2 --> 10 T3) for a T3 skiff + the pack for 1000 coin
I guess I'm lucky that i crafted the large cart pack about a week ago before the changes were made. Still working on getting enough coins though.
well I alredy get my T2 skif but it's still a pain to help other member to get their T2
the material I think it's ok
but the brico pack it's a robery
and there no different beetween T2 and T3 pack so it's stupid
2 T2 it's 60 coin , 1 T3 it's 60 coin but the T3 pack need the 2 T2 ressources
This is actually the same resources as before this change, and the upgrade pack values have been broke since first day of alpha.
They moved the recipes around so you make it as common first then into rare instead of consuming the planks at each tier
yeah but you still need old tier potion
and I talk on brick pack
the rare craft diden't move yeah
but just for regular brick now you need more
so yeah it's worse since update
and the logic beetween T2 and T3 pack still stupid
cost more ressources for less coin
Yep, and that was something they said they are working on over this next week and has been broke since day 1
As for the brick packs prior recipe:
normal t1 brick into rare t1 brick then consumed with t2 brick and rare material to make t2 brick.
Now t1 brick into t2 brick. T1 rare mix into t2 mix then mix. Its literally exactly the same just how you do it changed
The increased cost to brick pack is only in the t1 planks needed for the t2 planks
You still needed a t1 brick and t2 brick before
RE GU LAR
cause the rare needed the t1 brick
yes, the t1 rare used a t1 regular prior
I absolutely get what your saying but this was tested and vetted above already. The new increase in cost is exactly 10 t1 planks for a t2 brico brick pack
don't get me wrong. Brico is still very messed up, but no worse than he has been is all
Any tier up pack is messed up right now. That includes supply packs, and brico because it doesn't account for the funnels. The big difference is that rare resources already had a funnel and were broken. They just extended that brokenness out to more stuff.
Not yet. It's something we're aware is an issue.
Hey just noticed that T3 study journals still require 2 tier 2 journals is that indtended or did they get missed when you guys changed the funnel up to 1 of the previous tier?
only the basic materials were changed
so stone, bricks, plancks etc
yeah I would classify study journals in the same category
cause leather and ingots got changed as well
so that's all of the 'funnel up mats' except the journals
well it was not listed in the announcement
With that said, we are going to temporarily reduce the funnel up on the main items (ingots, cloth, leather, plank, bricks) for the rest of A2 to 1 from 2 (for T3-T6).
Fair but I'm going to wait to see what the devs say
Brico coins not buffed in today's one it sounds like?
Not today
Lol, was just coming over to comment on the coins thing. Also, the hexcoins are now harder to get, both ruins and Rumbaugh yield less, but some of the traders' prices don't seem to have been adjusted accordingly.
Also, coin yields on the surface ruins, where you can find chests out in the world, don't seem to have been adjusted either. They're still yielding 200+ per stack
they have been adjusted, just the already spawned chests from before are still filled to the brim. i already found respawned outside ruins with only 2 coins per chest.
Ah, that makes sense, because I ran into a couple more enterable ruins with high yield coins still. In more isolated areas.
Also, after playing around with some crafting seeing the new changes, I think they just make the logistics problem worse. I liked the way you only depended on lower level resources for the unique items, and the common resource processing was more or less independent of other tiers. I agree it makes sense for there to be an interdependence of tiers to motivate trade, but this feels forced/frustrating. As I've mentioned on feedback for previous test, I don't think that focusing the grind on resource scarcity is the best way to go, I think if the focus of the grind is more on the player skill, and the "valuable resource" is the skilled player, then that would probably encourage trading more, because it would encourage players to specialize more and trade, as resources would be readily available, but processing them becomes the bottleneck. There's a lot more to this topic, so I'll just try to get my ideas in order and add to the feedback document for the end of the test.
I've been trying to do the trading bit that it was trying to encourage, but interestingly enough what's been demanded has been things like T2 aurumite, T1 clay and stone, T1 fertilizers, and T1 flowers. I'm not 100% on the impact that the funnel up changes made to the trading demand, but I get the impression that most of that wouldn't have changed demand. Maybe made some of the demand harsher but I remember that people needed it before the changes.
It's just that while we were frantically trying to dash up the tiers, we really didn't have time to experiment with pioneering new ways of getting materials. I'd also remark that the very limited space in our personal trader stand inventory didn't make trading feel great. Cargo can't set at any rate other than a 1:1 trade, which means that preprocessing into packages is of limited use when trading, since your opposite end may not be able to process into packages... or for that material type there isn't a package for it at all. In short, the inventory space limits what the customer can pay for the material, because there's no place in the stand to put it.
with the stamina cost reductions, the food stamina buffs, dough/baked food buffs and tool power buffs everything is actually feeling quite balanced now (except for limited inventory slots, item stacks, and disproportionately low drop rates of resin and gypsite)
Yup. Lots of those things are areas I'm still looking at, but have a lot on my plate currently. I want to make time for those when I can. Glad to hear things are slowly improving <3
yeah, i think the main thing holding back the game at the moment is a whole bunch of necessary QoL of usability improvements. but i'm not blaming the devs for not adding them, things just take time to make
(also, please consider reverting construction packs to needing unrefined materials. or quadruple brico marks received for each subsequent tier after t2)
t1: 10 > t2: 30 > t3: 120 > t4: 480 > t5: 1920
Yeah, definitely looking at the cost.
agreed. things definitely took a turn for the better after the new patch after the big funnel change, but fundamental QoL things are still missing like mentioned above and no point in repeating, things that take time, and still a few bugs here and there with some stations and stamina usage. I think there needs to be a bit more consistency still on that front and a good revision with community feedback to point those things out more specifically we'll get us there
I just had a thought: the reaction to these changes is a classic example of how you don't want your first balancing patch to be a nerf. It of course doesn't make sense to use PR tactics on how you are balancing while in the alpha, but this does show how people react to making the game harder when there have been few moves for making the game easier (the game has plenty of QOL to add).
After the initial devastation of funnel up being back it honestly doesn't feel that bad. Also now when I break down old stations I can upscale those old planks instead of tossing them 
sadly not with lumber, low tier lumber is just dead planks and piling up dust is the stockpiles rn
yeah, would enjoy a use for the timber, even at reduced "buyback" would like to be able to use timber instead of storing/wasting
i wish there was a meal that used mushrooms but didnt need bulbs
(skewers)
meal
Sell to trader for hex
sautéed beef with mushrooms kinda thing would be cool
I really hope that in the future, we can get packaged forms for all item stages immediately preceding any funnel-up crafts.
Example: Leather pieces. My claim is in a location where I can find T3 animals in abundance, but not T1 or T2- those spawns are a full 30+ minutes' travel distance from my claim, and as such, I am extremely reluctant to do anything with my T3 animals except store them... because if I process them, my inventory+storage will become flooded in no time at all. Pelts don't stack, cleaned pelts don't stack, and leather pieces don't stack. At the very least, I would like to be able to package leather pieces so that I can keep my inventory under control until I'm ready/able to bring the previous tiers to my claim, or carry a shipment of T3 to another claim.
