New Prospecting system

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

New Prospecting system

Postby ImpalerWrG » Sun Feb 21, 2010 11:04 pm

First let me clearly state this is not a proposal to change the rarity/value/difficulty of finding or obtaining metals, that falls under balance discussions and not what I'm trying to address in this thread. I'm just proposing what I believe to be a simpler and more intuitive way to prospect, any desired rarity of metal can be achieved under this proposed system by tweaking some simple values so please do not derail discussions with complaints that this proposal makes prospecting too hard or too easy.

Main Points

* Rust Root and its extract are eliminated
* A Character with prospecting revives a new "Prospect" option in addition to chip stone when selecting a bedrock slab, Prospecting can't be done on Boulders removed from cellars though.
* The Prospecting action results in the 'Radar Scan' effect previously created with Rust Root Extract
* The Radar effect is greatly reduced in radius, the area scanned would probably be less then the screen area at low level
* Perception and Exploration act to expand the radius of the scan but the effect is none linear and would have diminishing returns so the radius remains smaller then the mini-map even at highest level,
* The player would be shown a circle on the mini-map showing the radius of the scan while the Prospect labor is being performed
* A new Terraform option "Expose Bedrock" is available to anyone with Mining, it can create a Bedrock slab on any ground and is a long and exhausting task
* A Bedrock slabs that have been prospected and come back at 100% will have a "Build Mine" option replace the Prospect option, anyone may build the mine with this option but it will revert after a few minutes if not used

Prospecting would be much more intuitive for a new player, they would see the Prospect option while playing and have a better understanding of how it works. The prospecting process would still be one of searching but rather then searching for a rare plant the prospector would be wandering around and examining rocks. Finally the ability to create new Bedrock slabs both allows the triangulation of the ore body by creating additional prospect-able locations it also eliminates the irreversible loss of slabs when a rune-stone is created. Balancing rarity would be done by adjusting the radius of scan, particularly with regard to the effect of Perception & Exploration on the radius and of course the actual number of metal ore occurrences in the world.
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Re: New Prospecting system

Postby Seizure » Sun Feb 21, 2010 11:53 pm

I dont see how this is any more intuitive than the current system... Not to mention the fact it will give older players even more of a leg up on younger players...

Finally, more work for less reward... I dont see am improvement anywhere. Simply a different, more complicated and annoying task that ends up with the same thing.

EDIT: I should say that while your idea does make sense in a reality setting, game mechanics and reality dont always mesh well together. The current system is a little different, but I think it works quite well for this game and its current style/mechanics.
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Re: New Prospecting system

Postby theTrav » Mon Feb 22, 2010 2:23 am

Expose bedrock makes me think of quarrying which is awesome.

Seizure wrote:I dont see how this is any more intuitive than the current system...
Not to mention the fact it will give older players even more of a leg up on younger players...
Finally, more work for less reward...

He posted a system? I thought he was just brainstorming general ideas, a 'gist' of a system if you will...


I like the idea of using rocks / digging to prospect rather than some "magical herb" to find mines, I also like the idea of making mine searching and discovery available to people without super high per & exploration to find rustroot while still making the foraging skill & stats have a large benefit to the process.
Gives new players a bit more of an idea for how things work.

Having said all that, I have not once prospected at all, so I can't really comment on how well the current system does/does not work, I just like the flavor being suggested.
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Re: New Prospecting system

Postby Avu » Mon Feb 22, 2010 2:49 am

I treat this thread as a lousy joke simply because:

* The Radar effect is greatly reduced in radius, the area scanned would probably be less then the screen area at low level
* Perception and Exploration act to expand the radius of the scan but the effect is none linear and would have diminishing returns so the radius remains smaller then the mini-map even at highest level,
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Re: New Prospecting system

Postby ImpalerWrG » Mon Feb 22, 2010 5:51 am

Would you care to elaborate? I take it that you feel the radius values are bad, though your post is so devoid of content I can't tell if you think their too high or too low? All I know is that the radius is very large now, 1000 tiles in radius according to the wiki which I'd judge to be several times the width of the mini-map. If Prospecting no longer requires a rare extract and can simply be done at will on common rock outcroppings then a reduction in detection radius is absolutely appropriate and necessary so I tentatively suggested what I thought would be appropriate, but in any case I explicit stated in the opening and in the main body that balance is a completely separate discussion and all the detection radii are subject to change to meet what ever balance is desired. So you have completely MISSED THE POINT whether you think their too big or too small!
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Re: New Prospecting system

Postby sabinati » Mon Feb 22, 2010 5:58 am

this would trivialize prospecting
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Re: New Prospecting system

Postby Caradon » Mon Feb 22, 2010 6:06 am

Prospecting should remain challenging, but the method in which we detect then should not be so vague, it should be like tracking scents, but the difficulty of pinpointing where it is should rely on skill as well as extract quality. The better the metals, the more metals available, the more difficult it becomes.
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Re: New Prospecting system

Postby theTrav » Mon Feb 22, 2010 7:07 am

sabinati wrote:this would trivialize prospecting

If you needed approximately the same per*expl value to get a decent radius would it still be as trivial?

My understanding is that rustroot isn't super rare once you can see it
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Re: New Prospecting system

Postby Avu » Mon Feb 22, 2010 9:40 am

ImpalerWrG wrote: All I know is that the radius is very large now, 1000 tiles in radius according to the wiki which I'd judge to be several times the width of the mini-map.


People that haven't fucking even experienced one system of the game should not be allowed to make suggestions to change and if they really must all they should receive in return is scorn. This concept should be extended to all the idiots out there making suggestions after playing a couple of days.
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Re: New Prospecting system

Postby Chakravanti » Mon Feb 22, 2010 1:34 pm

Did I leave my Peanut Butter here?
Well what is this that I can't see
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
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