Masonry and mining.

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Re: Masonry and mining.

Postby Hrenli » Thu Jan 26, 2017 1:29 pm

Undefined wrote:It's a bit shit for mining IMO.


Well, it definitely makes finding high q ore more difficult, less scientific and more relying on chance/pure effort. That sucks.

On the other hand it forces us to change the approach. I think I used way more rustroot during these two weeks than during whole W9. That's probably good (not the rustroot but the necessity to change how you do things).
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Re: Masonry and mining.

Postby Undefined » Thu Jan 26, 2017 4:03 pm

I agree, he whole L1 - > L2 transition is interesting because you need to use rustroot to locate your coal before building a minehole somewhere useless. But after this aspect using rustroot won't be a thing anymore.
It doesn't matter what ore is anywhere at this point, what matters after that is what quality the ore is which rustroot can't help you with. You're also unable to navigate the layer above efficiently.
Looking ahead to L3 - L5 the entire process of triangulating, tracking and locating high quality ore is going to be a crapshoot. Pure luck every time you locate a deposit, previously you could track quality through organized searching for it, now all you'll be able to do is hit the wall and hope along with very slight quality tracking within individual ore veins.

I'm not sure this was the intention behind the whole everything has it's own quality change but it's definitely going to be one of the largest impacts it has.
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Re: Masonry and mining.

Postby Hrenli » Thu Jan 26, 2017 4:22 pm

Undefined wrote:But after this aspect using rustroot won't be a thing anymore.
It doesn't matter what ore is anywhere at this point


Silver. Gold. Harder rocks. Caves aren't the same on different levels. All of that combined made me rustrooting like crazy even though I found plenty of coal already.
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Re: Masonry and mining.

Postby Hrenli » Thu Jan 26, 2017 4:24 pm

Undefined wrote:I'm not sure this was the intention behind the whole everything


To slow us down I suppose. The intention is good I think. The implementation - I am not so sure...
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Re: Masonry and mining.

Postby MagicManICT » Thu Jan 26, 2017 8:05 pm

You guys have been spoiled with mining the last couple of worlds. Us old folk remember when all ore was q10 and we had to use spiraling techniques to get it up to 150.
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Re: Masonry and mining.

Postby shubla » Thu Jan 26, 2017 8:45 pm

Mining has been going downhill even since snake mining was nerfed.
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Re: Masonry and mining.

Postby Asgaroth22 » Thu Jan 26, 2017 8:55 pm

I like current mining in haven, it's certainly better than the salem one.
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Re: Masonry and mining.

Postby shubla » Thu Jan 26, 2017 8:56 pm

Asgaroth22 wrote:I like current mining in haven, it's certainly better than the salem one.

But is salem something that haven should be compared to?
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Re: Masonry and mining.

Postby Undefined » Fri Jan 27, 2017 1:56 am

W9 mining was my favourite incarnation.
Quality was well distributed and enjoyable to seek out.
Underground passages beyond L1 made things really interesting as often mines would intersect with each other and underground encounters with other players was much more of a thing.

I approve of the removal of persistent caverns this world as it reduces predictability but I really dislike the everything has its own quality change, mostly because it removes all skill/technique involved in late game mining and replaces it with pure luck and RNG, a big step backwards in my book.
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Re: Masonry and mining.

Postby MagicManICT » Fri Jan 27, 2017 4:08 am

Well, if you want to rely on luck in late game mining, that's your choice. There is plenty of skill and knowledge to be applied to finding better quality ores.
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