Ideas to improve mining & metal industry

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

Ideas to improve mining & metal industry

Postby saltyfish » Fri Jun 30, 2023 10:56 pm

    1. Change lower level accessibility: keep top 5 levels opened at will as it is now. Lower level could be opened on global timer. Realm XP can speed up the timer locally. No realm - no issue: progression will be standard.
    2. Improve quality maps of the lowest levels. Currently L9 is nerfed beyond... Quality nodes super tiny and their presence is highly diluted
    3. Stratify some stones by levels. Currently, all levels is same mish-mash, except few ores; the only difference is small increase in chance getting higher qualities. For example, stones used in the highest tier clays should be accessible only in deeper levels. More diversification beyond this example should be done
    4. Diversify ores presence more. Lead and tin ores should be found only on higher levels as an example (ex. 1-5)
    5. Now, lead is practically useless and it does not matter what quality it is. Introduce some curious at least.
    6. Each falling meteor spawns 1-3 "ancient fallen meteors" in the lowest levels (L8-9?). Let it emit green glow through rocks (ex. 5-10 tiles) and get some self-healing poisoning if you wish. Its quality = masonry.
    7. Add few more metals and add alloys (analogous to Alchemy). Alloys unlocked by the last Blacksmith credo level. Alloy bars are created by using a crucible. Right combination can improve tools, weapons, and armor: for example, scaling up/down their properties defined by quality. Additional metal could be magnesium, manganese, nickel, etc and acquired by smelting as nuggets or pebbles (same as gold)
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Re: Ideas to improve mining & metal industry

Postby Clemins » Sat Jul 01, 2023 3:37 pm

saltyfish wrote:
    1. Change lower level accessibility: keep top 5 levels opened at will as it is now. Lower level could be opened on global timer. Realm XP can speed up the timer locally. No realm - no issue: progression will be standard.
    2. Improve quality maps of the lowest levels. Currently L9 is nerfed beyond... Quality nodes super tiny and their presence is highly diluted
    3. Stratify some stones by levels. Currently, all levels is same mish-mash, except few ores; the only difference is small increase in chance getting higher qualities. For example, stones used in the highest tier clays should be accessible only in deeper levels. More diversification beyond this example should be done
    4. Diversify ores presence more. Lead and tin ores should be found only on higher levels as an example (ex. 1-5)
    5. Now, lead is practically useless and it does not matter what quality it is. Introduce some curious at least.
    6. Each falling meteor spawns 1-3 "ancient fallen meteors" in the lowest levels (L8-9?). Let it emit green glow through rocks (ex. 5-10 tiles) and get some self-healing poisoning if you wish. Its quality = masonry.
    7. Add few more metals and add alloys (analogous to Alchemy). Alloys unlocked by the last Blacksmith credo level. Alloy bars are created by using a crucible. Right combination can improve tools, weapons, and armor: for example, scaling up/down their properties defined by quality. Additional metal could be magnesium, manganese, nickel, etc and acquired by smelting as nuggets or pebbles (same as gold)


1.- Wtf why? The mine pyre, while not at all graceful, works fine. I can assure you that relying on realms to do the hard work is not a good idea, I can already see the "gift to factions and nobody else" memes on the horizon. A global timer would be cool as a replacement to mine pyres tho.

2. Agreed

3. I think you mean feldspar right? Its also used in the crude idol, while its kind of a stinky curio, its ask for by a couple of credos and those are already a pain in the ass to get done with the whole out-of-season shit. SPEAKING OF CREDOS, that will make it WAY more obnoxious to get both the quarryman and miner credo done... I think the type of stone available per level is fine the way it is. However the overall min-quality on each level should for sure be raised, I shit myself when the first stone I mined on L9 was in the lower 40q range.

4. Oh you mean exclusively on higher levels.(?) I can only half agree, while tin and lead are a little annoying to find on lower levels, the tin and lead ore in lower levels are/(should) be higher Q, which allows for higher Q bronze and higher Q swords, armor, etc. I think it should be found SLIGHTLY (like tiny ass %) less often, but not totally removed.

5. Divination in lead is actually not bad to be honest... Not good enough to warrant mining lead for 4 hours, but they make decent bulk curios. A tiny buff to it would be cool tho

6. What?

7. I'm down for an alchemy-esque thing for alloys, but as you point out in #5, lead doesn't have too much of a use. If you want to see more metals, I'd address their individual use case first since more ores = more stones/rock = WAY more clutter = less of a chance you find what you're looking for while mining. And if you want to add them as a roll to existing ores while smelting, don't forget how that'll effect the current % chance of getting existing metals from current ores... If instead when an ore gets rolled into becoming slag, it's rolled a second time on some sort of a byproduct metal drop table, then I guess that would be okay. Or, some sort of resmelting process you can do on slag/dross, same difference but more work.

I'd like to see some more love put into mining/metals, but to be really honest the game does not need new features right now. It needs it's current features fixed, refined, and/or removed. Lately the devs have been doing this and I hope they keep on this track for a little while longer before they get distracted again.
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