New Prospecting system

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

Re: New Prospecting system

Postby Cookie » Mon Feb 22, 2010 11:49 pm

Okay, I'll buy it.

The elixer for iron would be of course water in order to detect the presence of rust, but I imagine things like vinegar could be used to see if copper assay samples could be tarnished and a positive test would be making the sample turn green. You'd also need to test for lead content if assaying for tin, because I've heard that a lead content rendered many tin sources unfeasible.

In that case..... :D *gets excited*

Ooh, how about we have different elixers to prospect for different minerals!!?

(It's bad thing when Cookie gets excited. People log out in disgust.)

But on the other hand, how about we get a clear guide for intermediate level players first, so they don't fail to find a mine due to the unaccountable oversight of not experimenting with manufacturing perfume?
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Re: New Prospecting system

Postby sabinati » Mon Feb 22, 2010 11:58 pm

heh, slow down. it's possible that there would in fact be room for improvement in the prospecting system, but let's not overcomplicate things.
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Re: New Prospecting system

Postby Seizure » Tue Feb 23, 2010 12:42 am

Cookie wrote:But on the other hand, how about we get a clear guide for intermediate level players first, so they don't fail to find a mine due to the unaccountable oversight of not experimenting with manufacturing perfume?


Such things are left to the players to make. Im sure if anyone made one, it would be stickied pretty fast.

Im sure a lot of people would enjoy not having to see the endless "How do I mine fish" questions. ;)
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Re: New Prospecting system

Postby Chakravanti » Tue Feb 23, 2010 1:22 am

Winterbrass wrote:-snip-

Stfu noob.

I *usually* take a moment to explain why an idea sucks fucking balls. Someone did that before I got here so I don't feel the need to do so. Rustroot is *not* a complicated system and it works well for many reasons. Namely the fact that anyone and their brother can find a mine if they have rustroot. Meaning...only one person in a village needs to fuck up their FEP bar early in the game to find the rustroot (and cave bulbs...etc...). Second of all it can be done anywhere. Lastly it covers and entire fucking local map.

Adjusting it to an inspection of local geology would mean

1. Prospector/explorer must have the skill to find the mine.
2. Prospecting is resigned to objects that are already being griefed out of existence for shits and giggles because they provide natural resources (stones for paving). Kinda like logger macros.

What's that? You don't know what I'm talking about? Because you have no fucking experience with the game?

What's that? You want someone to write a guide for a rapidly evolving game where technology and methods are in and of themselves a closely guarded secret that the devs themselves are often too apathetic to release formulas for?

Oh shit...I forgot...I'm just some snobbish elitist who won't take the time and energy to explain why you're a fucking moron in vivid detail.
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Re: New Prospecting system

Postby ImpalerWrG » Tue Feb 23, 2010 1:44 am

Ooh, how about we have different elixers to prospect for different minerals!!?


Having an item which improved your prospecting either generally or per-metal is reasonable but only if it was a bonus not something strictly necessary. A better solution might be to create child skills off of Prospecting which simply incresse the radius of search for a particular metal, so "Advanced Gold Prospecting" adds 50% to the radius of the gold scan (more then doubling the area), that would let you specialize in finding a particular metal if you like.
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Re: New Prospecting system

Postby theTrav » Tue Feb 23, 2010 2:47 am

Chakravanti wrote:2. Prospecting is resigned to objects that are already being griefed out of existence for shits and giggles because they provide natural resources (stones for paving). Kinda like logger macros.

I believe the OP covered scenarios where rock was not exposed, that "expose bedrock" dealy.

Also, if people are griefing away boulders then they're kind of retarded... Make a cellar for a mansion and you'll have more stones than you know what to do with.

Take a hike to your local mountain, and there's an infinite supply of rock that's so quick to collect that a road and cart would probably make a 4 chest haul slightly more efficient than chipping away at a boulder for that long.
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Re: New Prospecting system

Postby Nanothnir » Tue Feb 23, 2010 10:30 am

As Trav pointed out, the only thing I hate about Chak's opinions is that he normally throws up a TL;DR Before he starts tearing it down. Seriously, if you you say tl;dr. Don't post till you do read, as you miss out on whats being said and then abuse the posted on what you gathered from your incomplete assessment...

Personally, The idea has some merit, Rustroot to me always seemed like something that didn't fit. Then there is the fact that people would go around the world, find the mind, pop a log in it and walk away. I think that there are tons of Mines that no one can find because of this. The Radius effected by stats could change this perhaps, or heck that idea that Rustroot grew only around mine zones that someone mentioned a bit back...

The idea about the Bedrock, It takes time to reveal, but it was said that it returns to grassland after its finished right. That sounds good, perhaps even use it as another way to gain boulders to use for construction perhaps, if say you can't get your hands on the nuggets needed to dig a celler...
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Re: New Prospecting system

Postby theTrav » Wed Feb 24, 2010 3:05 am

Nanothnir wrote:As Trav pointed out, the only thing I hate about Chak's opinions is that he normally throws up a TL;DR Before he starts tearing it down.

I pointed out no such thing, nor is it my opinion that Chak does that on a regular basis.


On a completely different note,
It never occurred to me to think of rust root in the way that sab described (as more of an alchemical process than a potion you drink) and I think if you look at it that way it's a lot more palatable... I still prefer prospecting that uses ACTUAL ROCKS and that isn't so "all or nothing" on the stat requirements, but I also kind of like how mines only very slowly become available and how metal is a valuable currency.

I tend to prefer the silk economy a lot more than the metal economy though, but it's an entirely different market. Silk is a luxury, metal is more of a necessity
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Re: New Prospecting system

Postby Nanothnir » Wed Feb 24, 2010 4:16 am

theTrav wrote:
Nanothnir wrote:As Trav pointed out, the only thing I hate about Chak's opinions is that he normally throws up a TL;DR Before he starts tearing it down.

I pointed out no such thing, nor is it my opinion that Chak does that on a regular basis.


Opp, my bad. Teaches me for not re reading my posts...
I meant...
"As Trav pointed out with the OPs idea about Exposed bedrock, its shows that Chak did not fully read the post..."

That was ment to be there. Both need of sleep and one of those times where I thought I wrote what I was thinking, brought that on. Sorry Trav mate...
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Re: New Prospecting system

Postby Killface » Wed Feb 24, 2010 5:40 am

I like all of the OP. I don't think the guy has to personally dig a mine to earn the credibility required to make a fucking idea post without Avu and his boyfriends snatching up their pitchforks and taking out their sexual frustration on him, though. I've personally dug a copper, tin and iron mine, and like the idea of tapping into some local rocks to see what sorts of trace minerals there are sounds pretty plausible. I will allow that there are much more meaningful and -needed- implementations that could be made (keyrings), but god forbid we use the ideas forum.

Keep em comin', Impaler.
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