#Closed Alpha 2 - Q&A Thread
1 messages · Page 1 of 1 (latest)
Post your questions here! Please keep conversations to #playtest-chat so that we can sift through your questions easily.
will you make the day night cycle 24 hours 
What date and time zone? Is the announcement for.
How are trading options visioned in the future? I think it can be a lot of fun and I’d love being a messenger but there has to be a good way to do this. Eve style maybe?
It is displayed in your local time. 🙂 <t:1722434400:F>
Thank you
Are the re-colorings for T2, T4, etc. going to stay or will they get their own unique models?
Are you going to translate the game into Spanish??
Will you add a rancher profession so that you can have mounts and animals to help pull carts?
Are you going to add a single-use item that allows you to teleport to a village so that new players don't have to walk to the village of the community they want to play with?
Will you add more clothing and cosmetics for higher levels/from the NPCs?
The current game seems to have no real player skill expression- IE, there's no way to stand out as a player aside from how much you play for the most part. Are there any plans to add this to the game (in the form of complex crafting systems with better outcomes for good performance, high level hunts that require player skill (and not just character skill) to take down, etc?
Animal husbandry is coming?
If you reduced the hex gaining rates, why you didn't reduce the costs of skiffs / carts / power cores, the amount of hex is absurd if you get only few hex coins per ruin
are new tree saplings get added, like T5, T6 and more variety to T2 ( we only have dendro now ) ?
In your "perfect" version of the game how long would it take a group of 5-8 players with average play times to complete T10 research
Are there gonna be more tiers than 6?
Any plans to have higher tiered tools + proffesion level = higher drop rates from lower tier resources?
I believe it would help stimulate an economy for some player who could afford to trade with higher level players
Is there gonna be any way to add friends in the game in the later versions?
If Bitcraft desires that players leave lasting effects on the world, why is our ability to create so limited? My main concern is how resource depletion or destruction is significantly easier to do than creation.
What is the vision for the empire system? We got to see what feels like an empty shell of the idea in this alpha, but very little meat of the goal/vision.
How much longer will Alpha 2 run for?
What's your view of having the only paid cosmetic's being just skins, I.E tool skins, cart skins, actual character cosmetics, different styles of buildings? Surely this would allow you guys to make the empire system actually worthy and what was visioned a couple years ago instead of this "Lamborghini"
What would you say is the biggest success of the Alpha so far? What’s the area you want to work most on for the next Alpha?
Could you name the professions that you feel are closest and farthest from where you want them to end up?
What’s the future planned feature you’re the most excited about adding to the game, and can you give us deets? 👀
At what stage will i be able to rep my lovely umbilican flag (empire cosmetics) ingame
Kinda piggybacking off of this and the "no real skill expression" comment as well, to me it feels like once you get past the initial "what's this do?" feeling, the game relies too much on garnering a sunk-cost fallacy feeling from players to keep them going rather than a more real goal to pursue (at least, that's how I'm feeling personally). I suppose empires are supposed to help with this by providing some sense of community to anchor yourself to, but that doesn't feel like a real solution to me. Obviously the game encourages, and seemingly requires past a certain point, multiple player cooperation, but is there anything more concrete envisioned on an individual player level? Like gclef asked, will there be opportunities for personal growth in the game beyond just "my character did repetitive task a bunch so now they do that task faster?"
What would players expect from the game from exploration? How will exploration be implemented into game mechanics compared to how it is now?
If I mine an arumite ore in the calm forest, why do I have to wait for the arumite in the desert to be mined before arumite respawns in the calm forest again? Would giving these biomes individual resource caps and giving the desert a higher cap not serve the same purpose?
Whare were some of the teams biggest learnings from this alpha?
What are some of the biggest technical/engineering challenges that are going on right now?
Any thoughts on hex coin and in game economy in general?
And is there going to be more player interaction between claims or even empire in the future?
Last question is PvE(or even PvP just curious)going to be in the game in the future because I saw in player stats you have armor and attack speed.(Sorry my English is bad)
When is the next alpha? 😄
Will new biomes or new terrain ever be added to the game after release? if so, how will they be handled? Will existing terrain be altered, and claims in the area have to deal with it, will the map size be increased, or will the game have map resets?
- Will we get a more granular permissions for empires/claims?
- Can we have openable/closable gates for our claim
will there be a claim showcase again in the end?
will things like roads or claims ever be implemented onto the map so we can see the players affect on the world map?
With the recent funnel up changes, individual professions are more reliant on other professions to move their products forward (e.g., firesand for masons requires cooking, textile for tailors requires leatherworking). Is this change something you want to expand on or revert? Do you see this as a better incentive to trade than resource diversity and scarcity?
Is there a chance you might consider making the progress bottleneck more player focused and less resource based? (and why?)
What I mean by this is, as it stands now, the bottleneck is resource availability, because a player can level fast enough that at some point, even if cooperating with other highly motivated players and everyone more or less specializing in a few skills, they will have reached the top of their current tier in skill, and in order to make progression to the next tier feel more challenging, there is a massive "quest" for hoarding resources to make whatever it is that you make to do the tier jump (perfected tools before, codex now... I think codex/claim-based tier jump is an improvement).
It feels like it would be less of a chore and more of a challenge if the bottleneck was actually reaching the right tier in skill level. If that becomes the time consuming activity, then as you grind to get there, you will have already gotten enough resources linked to your profession to make the codexes, with some excess that you can use to trade for others, or for tools, or for materials to build better deployables for yourself. As it stands right now, resources are basically divided between useful and useless, the useful ones mostly get hoarded, because they are too valuable to trade, as they are always going to be needed for the next tier jump, and the useless are not interesting to trade for.
What ways are you looking at supporting and encouraging profession specialisation at individual and group scales? I've heard of an idea to make tier upgrading modular, so you can focus on enabling claim-level specialisation into professions that make sense for the settlement. I think there always will be groups large enough that will always opt to do everything themselves, but I believe splitting up tier progression by professions will go a long way to make specialisation more viable.
How are you planning on stopping how quick burn out happens? What's going to be drawing players back in and actually giving them fun? Games need to have something re playable or enjoyable like creative building mechanics, pve or PvP to name a few. What path will bitcraft go down? As it's currently incredibly linear as well as having nothing actually exciting for the players planned
Are there plans to make the tiers feel more unique, so that each step up actually adds mechanics and such, rather than just being more of the same but it takes longer?
Is there going to be extensive decoratability in the future, and across all tiers? I get that it's not a focus at this stage, but I'm just curious is aesthetics an afterthought, a big part of the plan, or somewhere in the middle?
Are the boat upgrades going to look different in the future? =p
Mechanical question for some ideas I've had: is it possible within your systems to have "compound buildings", as in could you have 1 building that has multiple interaction points, and/or buildings that you can build sub-buildings on that would be separately interactable?
A lot of focus seems to be on the tool level but not the profession level. Do you plan to add some focus to the profession levels in the future? As an example, right now, there's no need for me to talk to anyone else if all I need is the right level tool to do a job. The amount of time it takes to get there is based on how much I put into the game. If profession levels had benefits, then each person could specialize and advertise those abilities.
Do you love me?

Yes ❤️
Is there any in-game infrastructure planned to help players easily locate trades? Can you give any details?
are there plans to add support for associating dynamic data to items/cargo (such as inventories for item pouches/cargo backpacks, modularly upgraded power sources/tools, player written books/notes/letters, etc)? dynamic data is typically not something relational databases are good for, but I know it could be done with a bit of clever design
Can we get a little more look into your change process/patching during an Alpha and any plans to help cordinate testing efforts. For example, currently we get hotfixes but have no idea for what nor an active bug list. This makes it difficult to know what needs tested and target those items as an alpha tester. I know your a small developer group and might have to be creative so want to know any thoughts on this.
As we have established, trading is in a very bad spot right now and needs supporting systems in order to actually be a thing.
How would you feel about significantly dropping boat prices both in Marks/Hex and Materials to craft them (remove the refined requirements from crafting the packs) in order to make them accessible to more people?
It would be interesting to see what would happen to trading when people can zoom around with big cargo holds.
Has the new rare drops based progression system had the effect you hoped it would? what aspects of it do you think have worked well, and what aspects still need to be iterated on and improved?
100 T5 fert takes 40000 effort.
28 per hit (t5 tool)
40000/28 = 1428.57 rounded is 1429 hits needed
With a 48% chance to crit at farming level 89
non crit chance is 0.52
crit chance is 0.48
(0.48 * 32) + (0.52 * 28) = 15.36 + 14.56 = 29.92
40000/29.92 = 1336.9 rounded is 1337 hits needed
Each hit takes about 2 seconds
1429 x 2 = 2858 seconds
1337 x 2 = 2674 seconds
184 seconds saved on average
Any plans to make specializing in a skill worth the time put into it compared to becoming a Jack of all trades?
What types of communal crafting or gathering experiences could we look forward to in the future? Chum Fishing made a splash last alpha with some large community events. Anything similar in the works for other professions?
Also would shorter more targeted alphas be a possible change in the future or are these month long playtests going to become the standard?
Will we learn more about the lore of the world as the Alpha keeps progressing? or will that be something that will come out later?
is there anything you are able to do about biome stripping of resources? or implement a way in which claims are able to protect the area around them without having to spend a ot of supplies to do so?
Could harvesting (for empires) be locked to their own claimed areas, or existing empires give "permissions" to other empires for their claimed territory?
less important than other questions but:
Do you have more decorations planned for claims? and could there be wall decorations?
also, will you add in a Bucket Hat cosmetic?
Has the Empire System worked as per your expectations?
o7 or o/ ?
\o
Can we get throwables in game? Something like bricks or pocket sand?
firework
From a comment in the stream, is there consideration for upgrading buildings rather than always having to rebuild them?
Problem is footprint/size changes. Upgrading may not be completely off the table, but it wouldn't be a super simple thing to implement.
that is a fair point, it just feels so silly breaking everything down, but yeah that does complicate things
I see, so... skill issue
*taunts in hope to see this cool improvement
I was thinking it could maybe be something that at least works for the t1-2/3-4 moves, unless those will eventually be unique as well?? =p
I would hope they will.
Are you going to upload the video to YouTube so we can watch it with subtitles in other languages?
I hope they increase player count next alpha
Does the footage from the Q&A still exist anywhere? I missed it
There is a VOD, but not about any of these questions
Were the questions here just not used?
Not that I've heard through the stream
Mainly questions were answered that were asked in the stream chat.
Yeah they focused on chat and didn't get to here. They said in that stream these will be answered either at the end of alpha stream, or they will come through later and answer them here
It would be nice if they answered them, since they have opened the thread for us to ask them, it is a bit ugly that they ignore them, and in addition, it is more complicated for non-English speakers to ask live.
Sorry, to clarify they will answer them. It's just that it is currently uncertain if that will happen next stream or if they will just answer them by text, but they said they will answer them.
I am in agreement that they should have actually answered them in the other stream
It's definitely in the agenda for our next stream!