Ores are too regional

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Ores are too regional

Postby Sevenless » Sun Feb 24, 2019 3:45 pm

Pardon if I'm off base with the mechanics, jorb/loftar take this with a grain of salt if I'm wrong, but with 4 villages worth of mining experiences I think I've got an idea. Ores come in fields now, so one area will have many veins of one ore type. The issue here is that trade over metal while realistic doesn't work with haven's mechanics. Metal is a basic resource here, lacking any of the basic tin/copper/iron (or at least either only having tin or copper, or lacking iron/quality iron ore) makes you incredibly poor trade wise, and incredibly frustrated. Having a precious ore deposit can make one random village very rich, but you get too much of it. Like an insane amount. The impacts here are twofold. The first is that village placement is a lottery as to whether or not you're dirt poor in metal or hit it big. Alternatively, villages need to expand much further in the underground just to meet their basic metal needs. To the tune of 40x40 minimaps if my region is indicative but I'm sure that varies by luck.

While realistic, I don't think this is healthy for gameplay. I miss the old system of intermixed ore deposits significantly, and I'm not particularly screwed by this system as I have ore regions for the basics. I think the old random ore deposists is better because it means a village is rewarded with mining resources by elbow grease and a bit of luck instead of mostly where you placed your village luck.
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Re: Ores are too regional

Postby MadNomad » Sun Feb 24, 2019 3:54 pm

you can all ragequit now ¦] (pm me where's your village when you do that ¦] ¦] ¦])

==================================================

yeah and its also annoying to mine 50 tiles corridor and then find only about 3-8 tiles of chalcopyrite, thinking that you would get significantly more
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Re: Ores are too regional

Postby shubla » Sun Feb 24, 2019 4:02 pm

Luckily its possible to fix without world reset.
For example, add more newly generated cave levels that have more sensible amount of ores.
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Re: Ores are too regional

Postby Sevenless » Sun Feb 24, 2019 4:32 pm

Adding in an extra ore generation is possible to mix it up a bit at least. I feel like 50% regional 50% random would be a good mix to still encourage trade without this situation we're running into. 99% sure this is possible to add into the current world, not completely though.

I hit 5 chalco veins intersecting. There is a 1000*1000 tile region of my area that is nothing but chalco. It's not good enough quality to really be a tolerable iron ore, no cass to be seen in sight. That doesn't really matter for my point though, I have tolerable luck and know cass/ochre areas. I also know that I get a new set of ores L3 and lower. Still a pain imo.
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Re: Ores are too regional

Postby shubla » Sun Feb 24, 2019 4:36 pm

What was wrong with w10 ores anyway? And what is the reasoning behind the new system?
To encourage players to trade?
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Re: Ores are too regional

Postby MadNomad » Sun Feb 24, 2019 4:39 pm

shubla wrote:What was wrong with w10 ores anyway? And what is the reasoning behind the new system?
To encourage players to trade?


to make players suffer ¦]
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Re: Ores are too regional

Postby loleznub » Sun Feb 24, 2019 4:45 pm

The new system was meant to extend the early game so people didn't have decent quality steel armor and weapons in the first 2 weeks.

Oh wait Q50+ B12's already exist, nvm.
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Re: Ores are too regional

Postby MagicManICT » Sun Feb 24, 2019 4:46 pm

MadNomad wrote:to make players suffer

The mantra of game devs everywhere. I practiced it every week as a DM in D&D, for sure! Gary Gygax is the one that taught me how to do it, too.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Re: Ores are too regional

Postby Dakkan » Sun Feb 24, 2019 4:48 pm

All I can fucking find is galena, I just want some shitty heavy earth.
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Re: Ores are too regional

Postby shubla » Sun Feb 24, 2019 4:56 pm

loleznub wrote:The new system was meant to extend the early game so people didn't have decent quality steel armor and weapons in the first 2 weeks.

Oh wait Q50+ B12's already exist, nvm.

Issue is that some groups will do anything to get q50+ b12's so changes like these only harm more casual players.
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