Too few Mines

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

Re: Too few Mines

Postby Brickbreaker » Sun May 16, 2010 10:46 pm

jorb wrote:
Brickbreaker wrote:Players shouldn't find a mine and then finally decide they can sit back and relax.


I disagree. Finding a mine has a sublime sense of homecoming about it.


Alright then.
So is your plan to let everyone some day own their little mine? or do a first come first served system that will let newer players be forever
disadvantaged without a mine?
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Re: Too few Mines

Postby jorb » Sun May 16, 2010 11:15 pm

Keep them under the boot, is what I say. Should teach them to worship the older players like the gods they are.

Nothing stands in your way save lack of ambition.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

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Re: Too few Mines

Postby Pansy » Sun May 16, 2010 11:56 pm

If you are in the area where I think you are, it is my understanding that by the third week that grid had been fully prospected by some experienced players who spawned in the area and ground to get prospecting as their number one priority. However this does not mean that things are still like they were in the first month of the game. The area had its wars and its raids, much of the clay resources were depleted and there were several villages and hundreds of hearth fires set up and then abandoned as people quit or moved on to other areas. But the clay resources have repaired themselves, the raiders moved on and the history of the people who lived there is being forgotten.

My suggestion? Spend some time looking for abandoned mines close to home. You may just find something quite valuable with a dead-eyed idol and a pallisade that is crumbling, or even an un-built mine sign post with one lone block in it and nothing but untouched mountain tiles around it. Odds are there is something at least in the same grid with you if you can only track it down.
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Re: Too few Mines

Postby Blxz » Tue May 18, 2010 1:40 pm

jorb wrote:Keep them under the boot, is what I say. Should teach them to worship the older players like the gods they are.

Nothing stands in your way save lack of ambition.


Haha, the true mindset of Jorb is revealed.
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Re: Too few Mines

Postby arriel » Tue May 18, 2010 1:49 pm

Lots of new grids == lots of new mines.
Take your time and travel a bit. More than a week into east-west 7th grids introduction I still found 4 mines in a single grid.

And right now there are two more grid-rows out there according to Loftar.
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Re: Too few Mines

Postby jorb » Tue May 18, 2010 4:35 pm

Blxz wrote:
jorb wrote:Keep them under the boot, is what I say. Should teach them to worship the older players like the gods they are.

Nothing stands in your way save lack of ambition.


Haha, the true mindset of Jorb is revealed.


I know the mines seem out of reach, but they aren't.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
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Re: Too few Mines

Postby Blxz » Tue May 18, 2010 4:49 pm

jorb wrote:
Blxz wrote:
jorb wrote:Keep them under the boot, is what I say. Should teach them to worship the older players like the gods they are.

Nothing stands in your way save lack of ambition.


Haha, the true mindset of Jorb is revealed.


I know the mines seem out of reach, but they aren't.


Don't misunderstand me. I have been attached to 5 different mines in my time here. There are ample mines.
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Re: Too few Mines

Postby Brickbreaker » Tue May 18, 2010 5:41 pm

jorb wrote:
Blxz wrote:
jorb wrote:Keep them under the boot, is what I say. Should teach them to worship the older players like the gods they are.

Nothing stands in your way save lack of ambition.


Haha, the true mindset of Jorb is revealed.


I know the mines seem out of reach, but they aren't.


That is true at this moment in time but I tell you it's inevitable that they will someday run out.
And the way to solve it isn't to keep adding new supergrids every now and then, but I suggest rather trying to aim for a point where the game has reached
balance and the players can take care of themselves.

My suggestions are these: If you want limited mines, then they should be at vulnerable and harsh positions on the map.
Or you could take my previous idea and make mines smaller (much smaller) so people are forced to move or stay and trade for metal.
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Re: Too few Mines

Postby jorb » Tue May 18, 2010 10:02 pm

Location, distance and isolation provides ample limitations. We do not add supergrids because we want to cure a lack of mines, but because we want a bigger world, quite simply.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
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Re: Too few Mines

Postby Griegor » Tue May 18, 2010 10:33 pm

At any one time I see about 300 people playing Haven and Hearth. Is it wise to continue to expand the world? There is a minimal critical mass required per Square of any map for people to feel like they are not simply playing a single player game. Granted this is an Alpha and not a full launch game, but dropping below critical mass for player interaction is usually when most people leave.
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