HOW TO "FIX" CUBE WORLD - 10+ Ways To Improve Core Gameplay

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  • Опубликовано: 9 июл 2024
  • This video goes over the major gameplay changes in Cube World and how to fix them! Leave YOUR thoughts and suggestions in the comments below 👍
    Subscribe for more Cube World here: ruclips.net/user/cod4nub?...
    More Cube World here: • Cube World 2019
    Buy Cube World on Steam (Sept 30th): store.steampowered.com/app/11...
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    #CubeWorld #Beta #RPG
    Cube World is a voxel-based action RPG with a focus on exploration. It takes place in a procedurally generated fantasy world made up of entirely of cubes. Wolfram von Funck (Wollay) began developing the game in June 2011, and was later joined by his wife Sarah von Funck (Pixxie). An early alpha version of the game was released on July 2, 2013. Cube World Update is happening now! Beta access is available to Alpha owners starting September 23 2019 and full game to be released on September 30th 2019
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Комментарии • 471

  • @NoobSniper
    @NoobSniper  4 года назад +61

    📌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! 👍

    • @Teaadrop
      @Teaadrop 4 года назад +1

      I totally agree with you on the leveling and special items.

    • @alexme6521
      @alexme6521 4 года назад +2

      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

    • @MrGrimm-eo5lc
      @MrGrimm-eo5lc 4 года назад

      Hmm, you have a point. It would also be good to fix dungeons that cross zone borders

    • @michelkrein
      @michelkrein 4 года назад

      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.

    • @michelkrein
      @michelkrein 4 года назад

      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.

  • @ALFONIC
    @ALFONIC 4 года назад +306

    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

    • @NoobSniper
      @NoobSniper  4 года назад +13

      Thank you Alfonic, that was my one and only intention. No pitchforks here 😄

    • @littlemoth4956
      @littlemoth4956 4 года назад +3

      I agree 100%.

    • @colbyjackcheeser
      @colbyjackcheeser 4 года назад +2

      Exactly how I feel

    • @dc2150
      @dc2150 4 года назад

      Perfectly put

    • @gwanael34
      @gwanael34 4 года назад

      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.

  • @riardomilos8014
    @riardomilos8014 4 года назад +37

    _"A game that requires mod to be enjoyable is not a good game"_

    • @Toqq
      @Toqq 4 года назад +7

      *Agrees in Skyrim*

    • @Vondora
      @Vondora 3 года назад +2

      @@Toqq Hum, I don't think Skyrim needed mods to be enjoyable, Mods only improved the fun you could have.

  • @tomasfavetto5040
    @tomasfavetto5040 4 года назад +56

    I hope wollay actually makes improvements on his game instead of taking the game down for another 6 yrs

    • @riardomilos8014
      @riardomilos8014 4 года назад +14

      This is what happens when sensitive people made a game. Smh

    • @massman1216
      @massman1216 4 года назад +2

      @@riardomilos8014 its actually insane how much wasted potential came out of this game

    • @fernandosalas1581
      @fernandosalas1581 4 года назад +2

      @@massman1216 I know right? So much potential, just, sooooo much of it, and its all likely just wasted

    • @nachochips8090
      @nachochips8090 4 года назад +1

      :(

    • @Bankhef
      @Bankhef 3 года назад

      ha...
      ha...
      :'/

  • @Fr0stGTR
    @Fr0stGTR 4 года назад +93

    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!

    • @NoobSniper
      @NoobSniper  4 года назад +3

      I can get behind this too. Makes sense! *grind grind grind*

    • @Axrul
      @Axrul 4 года назад +9

      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.

    • @maximumoverdrive3025
      @maximumoverdrive3025 4 года назад

      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.

    • @Fr0stGTR
      @Fr0stGTR 4 года назад

      @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.

    • @HoneyTwee
      @HoneyTwee 4 года назад

      @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.

  • @noelsnofall2263
    @noelsnofall2263 4 года назад +51

    At this point I'm just hoping for ANY update, Wollay has been quiet for almost a week now...

    • @qifanweng3137
      @qifanweng3137 4 года назад

      only thing we get is a website update.....

    • @CptEddyPrice
      @CptEddyPrice 4 года назад +7

      that's 5 more years and 358 days left

  • @Zeldakostv
    @Zeldakostv 4 года назад +141

    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

    • @zifircin1797
      @zifircin1797 4 года назад +7

      yeah, I like the smaller biomes and the structure variety, but the worldgen itself was more spectacular in alpha

    • @twistedfaces3989
      @twistedfaces3989 4 года назад +4

      Yeah it was truly an amazing expirance would like to see a skill tree of some sort

    • @Giliver
      @Giliver 4 года назад +9

      @@Saintedlight it's literally done, you sound like a real dumbass with that comment.

    • @Zer0billion
      @Zer0billion 4 года назад +9

      @@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.

    • @EliosMoonElios
      @EliosMoonElios 4 года назад

      @@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.

  • @MrSoulcreek
    @MrSoulcreek 4 года назад +80

    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

    • @NoobSniper
      @NoobSniper  4 года назад +4

      Oooh I like that a lot!

    • @Terandium
      @Terandium 4 года назад +1

      Thats a good idea!
      A bit of both worlds, nice.

    • @felixmustermann790
      @felixmustermann790 4 года назад +2

      AWWWWWWWWWWWWWWW YEEEEEEEEEEEEEEEEEEEEEEEEEEEEEES

    • @NicoUnken
      @NicoUnken 4 года назад +2

      That sounds like a great idea for a mod.

    • @MrGrimm-eo5lc
      @MrGrimm-eo5lc 4 года назад

      Ooooo i like that idea

  • @NakedAvanger
    @NakedAvanger 4 года назад +91

    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

    • @NoobSniper
      @NoobSniper  4 года назад +4

      How would you tweak or modify the system to improve gear and gear quality retention?

    • @loktus_
      @loktus_ 4 года назад +2

      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

    • @loktus_
      @loktus_ 4 года назад +4

      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.

    • @F0r3v3rT0m0rr0w
      @F0r3v3rT0m0rr0w 4 года назад +8

      @@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.

    • @NakedAvanger
      @NakedAvanger 4 года назад +9

      @@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

  • @Danodan94
    @Danodan94 4 года назад +3

    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.

  • @gussygoose
    @gussygoose 4 года назад +187

    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.

    • @gussygoose
      @gussygoose 4 года назад +9

      @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.

    • @gussygoose
      @gussygoose 4 года назад +6

      @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.

    • @PlankGFX
      @PlankGFX 4 года назад +2

      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.

    • @chase_h.01
      @chase_h.01 4 года назад +1

      I agree with all of this. I'd also like to question why does the Beta world feel even more empty than in Alpha?

    • @MrGrimm-eo5lc
      @MrGrimm-eo5lc 4 года назад

      @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.

  • @PokkyTheWeasel
    @PokkyTheWeasel 4 года назад +19

    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.

    • @NoobSniper
      @NoobSniper  4 года назад +1

      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! 😁

    • @twistedfaces3989
      @twistedfaces3989 4 года назад +1

      That would be amazing to see

    • @alapikomamalolonui6424
      @alapikomamalolonui6424 4 года назад

      Love it....

  • @Synergy31337
    @Synergy31337 4 года назад +19

    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.

    • @NoobSniper
      @NoobSniper  4 года назад

      Couldnt have said it better myself 👍🏻

    • @Synergy31337
      @Synergy31337 4 года назад

      @@NoobSniper Let's wait and see dude... we may be pleasantly surprised, fingers crossed!

    • @texteo92
      @texteo92 4 года назад

      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.

  • @thenameschall
    @thenameschall 4 года назад +19

    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.

    • @zeburgerking3837
      @zeburgerking3837 4 года назад +3

      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.

    • @zUltraXO
      @zUltraXO 4 года назад

      The best option is to add toggles to add the above.

    • @uWAVES
      @uWAVES 4 года назад +1

      I think you can still do the weapon augment. i can with my wands at least though. adds damage

    • @malpheus4299
      @malpheus4299 4 года назад +1

      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.

  • @skeletor2012
    @skeletor2012 4 года назад +3

    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.

  • @KaraKobold
    @KaraKobold 4 года назад +57

    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.

  • @eligius9652
    @eligius9652 4 года назад +44

    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.

    • @Weirdguy6
      @Weirdguy6 4 года назад

      Eloy404 I think that that’s a good system

    • @jinhong91
      @jinhong91 4 года назад +1

      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.

  • @Tripping590
    @Tripping590 4 года назад +8

    Thank you for saying exactly what I was thinking

  • @mementomori3698
    @mementomori3698 4 года назад +2

    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..

  • @guilhermme5280
    @guilhermme5280 4 года назад +1

    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.

  • @NorcdaChilda
    @NorcdaChilda 4 года назад

    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.

  • @Dubster9990
    @Dubster9990 4 года назад

    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.

  • @investigativebatman
    @investigativebatman 4 года назад +1

    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.

  • @NicoUnken
    @NicoUnken 4 года назад +2

    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."

  • @lamelukas
    @lamelukas 4 года назад +1

    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.

    • @Buglin_Burger7878
      @Buglin_Burger7878 4 года назад

      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.

  • @gdfabi621
    @gdfabi621 4 года назад +2

    Massive Servers + PvP would be soooo awesome!

  • @Anthony-mf3pu
    @Anthony-mf3pu 4 года назад +4

    Really good breakdown. Hope Wollay hears you!

  • @onionike4198
    @onionike4198 4 года назад

    This is a very well written examination of the game in its current state. This is the kind of criticism that is needed.

  • @_residium_
    @_residium_ 4 года назад +24

    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...

    • @jairusstrunk94
      @jairusstrunk94 4 года назад +1

      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

    • @riardomilos8014
      @riardomilos8014 4 года назад

      @@jairusstrunk94 _no, I don't think i will._

    • @captaincraftit696
      @captaincraftit696 4 года назад +1

      @@jairusstrunk94 "you'll find the game to be really fun"
      Well, yes, but actually no.

    • @pippon9626
      @pippon9626 4 года назад +1

      i keep seeing people actively telling people who don't enjoy the new system that they're wrong, and it just feels like people desperately don't want to feel like they didn't invest so much passion and hype in this game only for it to turn out bad
      i mean i get it, some people might like this system but why would you go around holding your hands over your ears, going "shut up everything's fine" whenever someone brings up criticism?

  • @itzdeleted6905
    @itzdeleted6905 4 года назад +8

    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.

    • @NoobSniper
      @NoobSniper  4 года назад +1

      Another great suggestion! Going a bit deeper on the skill tree while still needing artifacts 👍

  • @AzurityArts
    @AzurityArts 4 года назад

    I remember you and your old alpha playthoughs. Good memories and nostalgia.

  • @ladypaprika627
    @ladypaprika627 4 года назад +2

    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."

  • @Dropem7777
    @Dropem7777 4 года назад

    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.

  • @sneaks9150
    @sneaks9150 4 года назад

    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.

  • @bernardoparati6071
    @bernardoparati6071 4 года назад +1

    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.

    • @NoobSniper
      @NoobSniper  4 года назад

      Doubling down on the RPG elements and making multiple paths to "endgame grinding" would be great for sure

  • @OMN1N
    @OMN1N 4 года назад +6

    This is exactly why wollay did an early access period, to get feedback and improve the game before the masses play the game

    • @NoobSniper
      @NoobSniper  4 года назад +3

      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 😁

    • @OMN1N
      @OMN1N 4 года назад +2

      I entirely agree

    • @Giliver
      @Giliver 4 года назад

      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)

    • @asioca1992
      @asioca1992 4 года назад +1

      @@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.

  • @Lucas-tc9jn
    @Lucas-tc9jn 4 года назад +1

    Maybe durability on the hang glider and boat would be better, so the quests to get them wouldn't be unique

  • @Not-Gorilla
    @Not-Gorilla 4 года назад +2

    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

    • @NoobSniper
      @NoobSniper  4 года назад

      This was *just* patched haha. Thank you!

  • @MrFirefan1234
    @MrFirefan1234 4 года назад +1

    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.

  • @lonkster
    @lonkster 4 года назад +2

    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....

  • @hamesdametraz51
    @hamesdametraz51 4 года назад

    Great vid I hope these changes will be implemented in the full release

  • @ryu24242424
    @ryu24242424 4 года назад +3

    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.

  • @devin3944
    @devin3944 4 года назад

    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.

  • @holydoggo4822
    @holydoggo4822 4 года назад

    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"

  • @AceHardy
    @AceHardy 4 года назад

    Keep it up 💪🏾 💯

    • @NoobSniper
      @NoobSniper  4 года назад

      Thank you, will do! 👍🏻

  • @sakesaka1847
    @sakesaka1847 4 года назад +2

    This is such a great video, I agree to all of the points mentioned

  • @fernis8798
    @fernis8798 4 года назад +2

    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.

    • @NoobSniper
      @NoobSniper  4 года назад

      *Alternate* skill tree would be 👌🆗

    • @thefox4172
      @thefox4172 4 года назад

      Amaazing

  • @fenwourth4767
    @fenwourth4767 4 года назад +1

    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

  • @Toxicgaunt
    @Toxicgaunt 4 года назад +1

    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.

    • @NoobSniper
      @NoobSniper  4 года назад

      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%

  • @Pippatis
    @Pippatis 4 года назад

    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.

  • @ScratchMB
    @ScratchMB 4 года назад

    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

  • @TinyTusk
    @TinyTusk 4 года назад +1

    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

    • @NoobSniper
      @NoobSniper  4 года назад

      Could you tweet me your post? Would love to read it in full! @noobsniperr on Twitter

    • @TinyTusk
      @TinyTusk 4 года назад

      @@NoobSniper Don't have twitter but here is a link www.reddit.com/r/CubeWorld/comments/d9121z/suggestion_for_the_artifact_leveling_and/

  • @bolo2747
    @bolo2747 4 года назад

    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.

  • @Tyrian3k
    @Tyrian3k 4 года назад +1

    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.

    • @palharaldrindal4871
      @palharaldrindal4871 4 года назад +1

      And getting to that lvl 5 only gets me 2% faster climbing speed... im a mage i dont even climb most of the time

  • @fiddlemetimbers7728
    @fiddlemetimbers7728 4 года назад +1

    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

  • @TheAmbientThinker
    @TheAmbientThinker 4 года назад

    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)

  • @bladedge7016
    @bladedge7016 4 года назад

    Wollay needs to see this, good video!

  • @carelessrex
    @carelessrex 4 года назад

    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.

  • @winichskorn976
    @winichskorn976 4 года назад +6

    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.

  • @sprodersprack4257
    @sprodersprack4257 4 года назад

    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.

  • @chidubemokeke8760
    @chidubemokeke8760 4 года назад

    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.

  • @chritlevgaming9297
    @chritlevgaming9297 4 года назад

    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.

  • @clint7247
    @clint7247 4 года назад +1

    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.

  • @StorytellerWMD
    @StorytellerWMD 4 года назад

    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.

  • @zekenebel
    @zekenebel 4 года назад +1

    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

    • @NoobSniper
      @NoobSniper  4 года назад +1

      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 👍🏻

  • @PotatoSofi
    @PotatoSofi 4 года назад

    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.

  • @MTBiSLiVE
    @MTBiSLiVE 4 года назад +1

    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

  • @srkquad4519
    @srkquad4519 4 года назад

    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.

  • @mondwow
    @mondwow 4 года назад

    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?

  • @Raikuthedragon
    @Raikuthedragon 4 года назад +4

    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

    • @NoobSniper
      @NoobSniper  4 года назад +1

      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 👍🏻👍🏻

  • @sp00n29
    @sp00n29 4 года назад

    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 ;)

  • @prodSharq
    @prodSharq 4 года назад

    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.

  • @calebrosen256
    @calebrosen256 4 года назад

    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.

  • @jarrettmaltry6305
    @jarrettmaltry6305 4 года назад +1

    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

  • @Tlozfreaks
    @Tlozfreaks 4 года назад +1

    great video pog agreed

  • @jairusstrunk94
    @jairusstrunk94 4 года назад

    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

  • @gibarel
    @gibarel 4 года назад

    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.

  • @ryadh6562
    @ryadh6562 4 года назад +5

    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

  • @sebastianzabinski1175
    @sebastianzabinski1175 4 года назад

    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

    • @sebastianzabinski1175
      @sebastianzabinski1175 4 года назад

      oh and when it comes to the gear i think that alfa was great too, the world just kept on leveling with you

    • @sebastianzabinski1175
      @sebastianzabinski1175 4 года назад

      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

  • @MarvinInGaming
    @MarvinInGaming 4 года назад +1

    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.

  • @camerondietter6860
    @camerondietter6860 4 года назад

    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.

  • @Stoveeski
    @Stoveeski 3 года назад

    my biggest problem: new equip for every area you visit.
    Its the one reason i started looking for a "Fix"

  • @Uberpanik
    @Uberpanik 4 года назад

    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.

  • @darkducky
    @darkducky 4 года назад

    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

    • @NoobSniper
      @NoobSniper  4 года назад

      Or would you suggest, after 100% completing a Kingdom, unlocking a ++rarity boss or series of bosses that drops ++gear that has no restriction? 😯

  • @ReadR00ster1
    @ReadR00ster1 4 года назад

    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.

  • @Mothgoth1
    @Mothgoth1 4 года назад

    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.

  • @adriangustavo9242
    @adriangustavo9242 4 года назад

    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

  • @joshuameadows3166
    @joshuameadows3166 4 года назад +2

    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.

    • @Buglin_Burger7878
      @Buglin_Burger7878 4 года назад

      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.

  • @KushAidMan
    @KushAidMan 4 года назад

    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

  • @ainred9844
    @ainred9844 4 года назад

    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.

  • @litco7214
    @litco7214 4 года назад +2

    I think the whole: no exp and no skill tree as well as punishing exploring really sends some bad vibes.

    • @ink7761
      @ink7761 4 года назад

      Litco I like it.

    • @thefox4172
      @thefox4172 4 года назад

      @@ink7761 eww i absolutely hate it

  • @krono9302
    @krono9302 4 года назад +2

    I'm having AI failures, everytime i go with my 3 star rogue, my pet starts running to a random direction for seconds, and the enemies to the exact same, the AI is just stupid on the first 10 minutes or something.

    • @tieso1153
      @tieso1153 4 года назад +1

      I think thats a cpu usage problem since game takes a ton of cpu for some reason so sometimes ai just dies

  • @squidbrains
    @squidbrains 4 года назад

    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.

  • @aniinnrchoque1861
    @aniinnrchoque1861 4 года назад +1

    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

  • @Teaadrop
    @Teaadrop 4 года назад +1

    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

  • @MarkFerry1976
    @MarkFerry1976 4 года назад

    Many players are too attached to the alpha leveling system. The fact is that in a game like this there is no progression at all. It's unlimited, there is no starting point and finish point that you need to level up so you are able to move on. You can move wherever you like everywhere from the start. Explore, adventure, collect artifacts and know about the lore region after region until you have enough. It is truly as simple as that. Levelin system is just an illusion of numbers, nothing more. But maybe it can help with the longevity for some people though. I do totally agree that this game needs a starting tutorial because the beginning is traumatizing 😄😄

  • @themustardman6665
    @themustardman6665 4 года назад

    I like the explosions attack you can do when floating and left clicking.

  • @hamdepaf6686
    @hamdepaf6686 4 года назад

    Well i do like the "restarting" in each zone. It is a nice and refresching concept, but starting at rock bottom after you breezed trought everything is ruff, also you have little to no payoff for the time you spend.
    My suggestion: Backtracking. I think it would be nicer to change zones more often instead of cleaing one than go to the next and so on. So have items like the harp that let's you enter different dungeons extend over multible biomes. Like make so it is bound to a cult or something, just name it "Harp of Something" and you can make as many harps as you want. Multible dungeons are spawned in a range around the item, they do need to be marked on the map, so if you have the item you can identify the places you have already visited but couldn't enter. And why not lock the + items behind that?
    The nice thing about it is that you can use the boni that you get from some items to aquire the other items. It smothes the power curve a bit. So you don't have a rock bottom anymore.
    Another thing, shrines of life in villages. There is NO GODDAMN REASON not to have any exept to annoy the crap out of me.

  • @RoccaaaHD
    @RoccaaaHD 4 года назад +9

    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

    • @reishin6
      @reishin6 4 года назад

      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...

  • @scullyf2254
    @scullyf2254 4 года назад

    Some good feedback😁