Caves vs Mineholes

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Caves vs Mineholes

Postby MooCow » Mon Feb 11, 2019 8:58 pm

I find it very anticlimactic that we can find a cave and start mining as soon as the game starts. I enjoyed the struggle of finding metal and building a mine.

It would be nice if cave walls could only be mined by pickaxe. That way you would have to make a mine hole to get metal. If mines cost too much early game, they should have their price reduced when built on the overworld.

Having content gated by requiring to do other stuff first gives players something to look forward to. Once you get a pick, you can start cave prospecting, but before that you have to use a mine (or just trade).

A minor additional note, if cave walls can only be broken by pickaxe, can we make it so they never cause cave-ins?
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Re: Caves vs Mineholes

Postby beardhat » Mon Feb 11, 2019 9:03 pm

No.

You still need mineholes to get to lower levels, where better ores are.

Upper levels have limited quality, and the ore that is there sucks as the best ore only has a 12% chance to convert to metal
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Re: Caves vs Mineholes

Postby MooCow » Mon Feb 11, 2019 9:21 pm

Why is it important to get metal on day three? What does needing a minehole to go to level 2 have anything to do with that?

If you think we should have access to metal from the beginning, I want to know why.
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Re: Caves vs Mineholes

Postby MagicManICT » Mon Feb 11, 2019 9:48 pm

I'm just going to say "No." I don't really know how to say more than that other than "illogical"

FYI, it's not day 3, it's day 1. If you dont' have it day 1, you're just slowing yourself down. it's feasible, it's practical. Metal is more important than domestic animals IMO. (It's only day 3 because we have to wait on coal.)
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Re: Caves vs Mineholes

Postby Vigilance » Mon Feb 11, 2019 9:50 pm

i bet the op didnt even realize mineholes require a bar of metal now which would mean his implementation would be impossible
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Re: Caves vs Mineholes

Postby MooCow » Mon Feb 11, 2019 10:44 pm

Vigilance wrote:i bet the op didnt even realize mineholes require a bar of metal now which would mean his implementation would be impossible


It wasn't in the patch notes. I apologize for not being as good as you.

MagicManICT wrote:I'm just going to say "No." I don't really know how to say more than that other than "illogical"

FYI, it's not day 3, it's day 1. If you dont' have it day 1, you're just slowing yourself down. it's feasible, it's practical. Metal is more important than domestic animals IMO. (It's only day 3 because we have to wait on coal.)


Metal is by far the most important resource in the game. It impacts nearly every aspect of the game. What I am trying to say is "Hey! The struggle to get metal is the most exciting part of the game! Isn't it odd that is basically the very first milestone we achieve?"

People constantly talk about how the best players blow through all the content in a week, I assumed that extending early game content was desirable. I am very grateful to everyone that took time to respond. Sometimes the simplest things are the hardest to understand, but I think I get it now.
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Re: Caves vs Mineholes

Postby linkfanpc » Mon Feb 11, 2019 10:52 pm

Honestly i kinda agree. It should be a mid-game thing, not a mid-game thing but not really it's really easy to do early-game or even day one.
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Re: Caves vs Mineholes

Postby tetradigem » Mon Feb 11, 2019 11:23 pm

MooCow wrote:
Metal is by far the most important resource in the game. It impacts nearly every aspect of the game. What I am trying to say is "Hey! The struggle to get metal is the most exciting part of the game! Isn't it odd that is basically the very first milestone we achieve?"

People constantly talk about how the best players blow through all the content in a week, I assumed that extending early game content was desirable. I am very grateful to everyone that took time to respond. Sometimes the simplest things are the hardest to understand, but I think I get it now.



no. because its more then "just getting metal" its getting enough metal to actually use. its getting fucktons of bone glue. its getting so much rope you can start a bondage store. its also getting different types of metal. ive found nothing but casseterite on the first level so far, and that tin is only gonna get you so far. ive got half a stack of tin bars, but its worth fuckall till i find some copper to smelt it with. and if i find some iron first? the tin is literally only good for mine supports. even after i get iron, or even once im spiraling steel, theres far more to the game than just metal.


like getting q 2000 pipeweed.
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Re: Caves vs Mineholes

Postby MagicManICT » Tue Feb 12, 2019 12:00 am

MooCow wrote:People constantly talk about how the best players blow through all the content in a week, I assumed that extending early game content was desirable.


I am in complete agreement with this. It does need to be extended, I think. I think this needs to be done in a means that is enjoyable and easy to learn, not in more complicated rules that are there just to slow the pace down. Unfortunately, that's all this does is make a complication in a game with enough oddities in mechanics and interface.
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Re: Caves vs Mineholes

Postby Glorthan » Tue Feb 12, 2019 12:50 am

The problem is the big factions vacuum the swamps of candleberries, so they get a minehole day 2-3. A casual hermit will take weeks to get that much wax after world start. No coal on level 1 was a much fairer timegate.
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