Imagine dying due to drowning after 2 second when you play like a year. Our hp was a safe margin that we all used when judging if next shore is possible.
Imagine same aged char dying in cavein on L1, or possibly even on lower levels while wearing helmet!
This applies to other things that adore to inflict flat, random, stupidly high (considering 100hp now) damage like:
- * mammoth spit
* bum burn
* bee stings
* allergic reactions of any sort and other growing wounds like adder bite
MINING
I love pretty much every change so far in mining, everything seem to improve the experience. Except:
* your idea and implementation to bring back steady Q from single tile feels like backhanded slap. This is because every tile you approach, even fully knowing you going towards better qualities, ie node center, you get random result. This leads to very confusing mining, its worse than it actually ever been! How about we forget that mistake of an idea to variate quality this way ever happen? We, seasoned miners often pride ourselves in defining and predicting node's shape, center location etc. Variable Q's simply don't serve any purpose other than to mess everyone's experience.
* the safety mechanism you have implemented to stop auto mining when dangerous tiles are, dunno, nearby, last mined? It fails horribly at the edges of area covered by support, in which this mechanism was supposed to be off.
* if we keeping boulders popping out of walls mined for whatever reason, can we please have it as a heart magic at least, with very low exp cost like 5 per tile. This is because miners are notoriously low on exp (basically cave dwellers with no reasons to go outside outside of credo quests)