Deathclaw wrote:I also do not like the limited mine scenario, I like living off to the side of major cities and am not affiliated with any... Yet metal is my next step..and it all of the mines are taken... I believe more should be put in. Metal shouldnt be hogged by the big cities or villages. At least not High end metals, maybe just copper and iron? let everyone else fight over silver and gold
Deathclaw wrote:I also do not like the limited mine scenario, I like living off to the side of major cities and am not affiliated with any... Yet metal is my next step..and it all of the mines are taken... I believe more should be put in. Metal shouldnt be hogged by the big cities or villages. At least not High end metals, maybe just copper and iron? let everyone else fight over silver and gold
Sarge wrote:Squee wrote:To make the rustroot extract, you must have the Prospecting skill. With the prospecting skill also comes a Prospecting Action, under the Adventure menu. You must have rustroot extract in your inventory to use this action, and it will scan a 1000x1000-tile area around you for possible mine locations (giving results such as Mineral, 15% accessible, which means that it is 850 tiles away from you or something to that effect), upon which you need to build a mine hole. You should also get Yeomanry or Lawspeaking, or whatever you want so that you can claim the mine immediately. It's not a good idea to leave a mine in unclaimed territory. Good luck!
I'm pretty sure this is not entirely correct. It does scan a 1000 x 1000 area, but it's 500 tiles, incl. the tile you are occupying, in every major direction (N, E, S, W).
Zamte wrote:Right but see, the problem is this isn't how it's gone. I've wandered around a lot of the supergrid I live in, and I've seen several mines with palisades around them and claims on them, with no village nearby. There are such a limited number of mines, and many of them are taken by and/or claimed by the hermits you claim shouldn't be holding them. I am only aware of one village in our supergrid running a mine, yet the rustroot extract shows no mines available.
Ideally, common items and slightly less common items should be obtainable by everyone and be easily obtained via trade. More rare items should still be obtainable by everyone but with a good bit of effort put into it. Only the most rare of things in my opinion ought to be as rare as mines currently are. When you only have one town in your entire supergrid who you can trade with, and they happen to be in the extreme corner of said supergrid, it's a hassle. Most of my neighbors have some metal through trading, and I have gotten some from them, but it really stifles my ability to trade because I have to rely on going long distances with my goods.
I do not expect everyone to have his or her own mine, but I would like to see mines done in such away that they are a significant chore to keep up, and it should take a village of people dedicated to running it. This means several things; Firstly, there will be mines available for anybody willing to find one, relocate to it, and put the effort into running it. Secondly, it will allow a good sub-supergrid economy to form if there are several mines in the area, all with villages nearby. Thirdly, having them require such upkeep means the residents of the village are focused on the mine, and thus they have less time to go do other things, allowing for easy trade possibilities.
I honestly believe in these types of games that the best philosophy IS that everyone can do anything, but not everything. If somebody has the desire to go run a mine then they should be able to do so with the proper level of effort. They're not just too hard for most people to run, or tricky to find, they're just ridiculously limited. I would gladly relocate (not six supergrids away, though, I don't enjoy walking that much) for the chance to have access to a mine, and possibly build a village with my friends around it, however it's like it's not a real option due to the limited numbers. A balance needs to be struck between exclusivity and accessibility.
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