ADVENTURE DIG Bots Strike Again.

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Re: ADVENTURE DIG Bots Strike Again.

Postby bmjclark » Wed Jun 26, 2013 5:33 pm

burgingham wrote:Btw what if you needed proper Survival to actually dig a node down? Just like you need surv now to get the good stuff out of the node.


That's probably a good idea, was thinking about the same when someone posted that clay node on the forum a week or so ago.
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Re: ADVENTURE DIG Bots Strike Again.

Postby btaylor » Wed Jun 26, 2013 5:36 pm

burgingham wrote:Btw what if you needed proper Survival to actually dig a node down? Just like you need surv now to get the good stuff out of the node.


Something along that line of thinking, yes. That would be great.
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Re: ADVENTURE DIG Bots Strike Again.

Postby GreenScape » Wed Jun 26, 2013 5:40 pm

Why not to make soil/ground clay q individual for each tile instead of deposit shared q? Just like mining with the multiple layers per tile, except for one thing - nodes do regenerate.
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Re: ADVENTURE DIG Bots Strike Again.

Postby _Gunnar » Wed Jun 26, 2013 5:41 pm

burgingham wrote:Btw what if you needed proper Survival to actually dig a node down? Just like you need surv now to get the good stuff out of the node.


great suggestion
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Re: ADVENTURE DIG Bots Strike Again.

Postby btaylor » Wed Jun 26, 2013 5:43 pm

GreenScape wrote:Why not to make soil/ground clay q individual for each tile instead of deposit shared q? Just like mining with the multiple layers per tile, except for one thing - nodes do regenerate.


Hmm... perhaps. Would definitely make finding a node a lot harder if you have to check each individual tile, but for high quality that should be the work you have to put into finding it. Then if someone wants to grief they would have to actually find what tile the node is so they can waste hhp finding it (then again without proper survival they won't know if they found it or not.)
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Re: ADVENTURE DIG Bots Strike Again.

Postby burgingham » Wed Jun 26, 2013 5:46 pm

Well, posted my idea in the IP. Maybe they gonna consider it.

@Greenscape (HI Greenscape!!), this would be ok if we had some system of visual recognition of nodes as Avu proposed it a long time ago. Like sparkling water at a high q water node, herbs growing in big patches around good soil etc. Because playing "Find the node!" is just not fun gameplay right now imo.
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Re: ADVENTURE DIG Bots Strike Again.

Postby GreenScape » Wed Jun 26, 2013 5:47 pm

btaylor wrote:
GreenScape wrote:Why not to make soil/ground clay q individual for each tile instead of deposit shared q? Just like mining with the multiple layers per tile, except for one thing - nodes do regenerate.


Hmm... perhaps. Would definitely make finding a node a lot harder if you have to check each individual tile, but for high quality that should be the work you have to put into finding it. Then if someone wants to grief they would have to actually find what tile the node is so they can waste hhp finding it (then again without proper survival they won't know if they found it or not.)


I mean, keep nodes but calculate q difference for each tile individually. So everything keeps being the same, but when you dig one tile down to q10 you can start with next tile and start with it's base q (which is dependable on proximity to the node center).
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Re: ADVENTURE DIG Bots Strike Again.

Postby GreenScape » Wed Jun 26, 2013 5:51 pm

burgingham wrote:Well, posted my idea in the IP. Maybe they gonna consider it.

@Greenscape (HI Greenscape!!), this would be ok if we had some system of visual recognition of nodes as Avu proposed it a long time ago. Like sparkling water at a high q water node, herbs growing in big patches around good soil etc. Because playing "Find the node!" is just not fun gameplay right now imo.


Hello burg, nice to see you! =)

Visual recognition would be excessive if they keep everything same except calculate tile's q difference to the node it belongs to. Because it is nonsence to dig soil in one place and affect non-local soil, located farther. It's not a quantum entanglement ;D
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Re: ADVENTURE DIG Bots Strike Again.

Postby AnnaC » Wed Jun 26, 2013 5:59 pm

Resource nodes need to stop being static. The only problem with that is it will make permanent settlements much less worthwhile to produce and maintain, as the important resource they were established for might dry up or get griefed to irrelevance.

I like burg's suggestion about requiring a proper skill level to drain down quality of a node, that makes sense. The only thing I can see problematic about it, is that it could allow infinite resources, as the degradation of quality is the main metric in determining resource exhaustion.
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Re: ADVENTURE DIG Bots Strike Again.

Postby cloakblade » Wed Jun 26, 2013 6:38 pm

Ninijutsu wrote:Clearly the only solution is to make digging cost 1 hard hp per soil.

Wait this isn't how it works currently? Is it per click?

Edit: Also to those who say: Wage war because of this. If the opposing faction wanted to they could simply let the alt die and you'd never find out who was in charge of the alt. There is no system in place to prevent that.
Last edited by cloakblade on Wed Jun 26, 2013 6:50 pm, edited 1 time in total.
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