Mining longevity: Spelunking and mining "dungeons"

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

Mining longevity: Spelunking and mining "dungeons"

Postby Sevenless » Wed Jul 07, 2021 2:19 pm

We talk about haven being potentially eternal, but our current mining system has a pretty restrictive amount of mining "space" for serious players. It might be worth considering a semi-frequent appearence of temporary underground cave entrances leading to "pocket dimensions" that are a mineable cave layer as a renewable source of minerals. On the surface this can introduce new materials for newbies like copper in a tin zone. Could be used as a location for interesting or different monster spawning.

Seems perfectly in line with current world mechanics when you consider dungeons.
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Re: Mining longevity: Spelunking and mining "dungeons"

Postby wonder-ass » Wed Jul 07, 2021 4:22 pm

anything to make mining more interesting is good, enemies/gem variants/rare resources u can mine out.
quality just isnt interesting to me "wow i found a q10 higher node for an anvil wowEEE idfc"
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Re: Mining longevity: Spelunking and mining "dungeons"

Postby Duane » Wed Jul 07, 2021 4:36 pm

Yes please. Give them a chance to spawn when we discover natural galleys, openings or ore veins.

You could reuse content from literally everywhere, and give people rewards that they want, plus scale with the layers of the cave.

I thought about how bad I wanted this a few days ago honestly. Plus more content like this will inevitably lead to more player deaths, which can only ever be good for the world.

This is one of those ideas nobody could directly argue against. The idea is great, and the only thing people could shoot down are bad implementation. It positively effects everyone, but not enough to spiral the world out of control.
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Re: Mining longevity: Spelunking and mining "dungeons"

Postby pheonix » Wed Jul 07, 2021 5:12 pm

Ive mentioned to devs a few times spiders/infinite cave levels, but yea this is what mining in haven needs and to help make the world alot more permanent because after all is mined out then what? if anything they have the tools now to put a cool system in by fine tuning the cave gallery mechanic making it trigger less and that the end of the trails become either a room with something in it or a ore dungeon. For the rooms imagine it like the areas in terraria with the little house with a chest and tables etc maybe even spider/troll nests etc to spice up life.

+1 to the idea.
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Re: Mining longevity: Spelunking and mining "dungeons"

Postby SavageFox » Thu Jul 08, 2021 2:38 am

yeah I recommend this guaranteed way to find ore early on would be nice instead of randomly poking out walls and hope you don't get crushed

also I don't think it should require mine supports the mine in there they should already exist in there

it could literally be level 0 and you need to get the materials from there to be able to make an actual mine in the outside world

starting out without mine support currently suck it's a good way to die early
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Re: Mining longevity: Spelunking and mining "dungeons"

Postby Vantri » Thu Jul 08, 2021 10:27 am

SavageFox wrote:instead of randomly poking out walls and hope you don't get crushed
starting out without mine support currently suck

Rustroot is in game since like forever.
Mine ladder acts like a mine support.

Basic l2p or get crushed and die early.

So, 9 underground levels are not enough. Wonder how everyone played with 5 only.
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