Mining Expansion

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

Mining Expansion

Postby LadyV » Thu Jan 09, 2014 8:32 am

One of the greatest issues I have with the game is lack of content past a certain point. One of these areas is mining. Having done some research on native minerals of the greater region Haven is set in I have some additions and skill suggestions.

First off there should be more minerals.

Platinum, Garnet, Jasper, Amber, Azurite...

Some of these have been suggested but it's not just about new deposits. We also need new skills.

Gemcutting and Engineering,

Gemcutting would allow us to shape the gems we find into new types of jewelry. There are still many types not included in the game such as talismanic rings, crests, mantles, crowns, scepters, orbs...

Engineering should be added to make supports for lower level mining. Mining in this era was not easy and going deeper was usually deadly.

Obviously new minerals and gems opens up new equipment such as:

Gemcutters tools & table
Miners pan and sieve

This also opens the possibilities of new curios to be added.

The more content we add and skills needed to be raised the longer it takes to master things. As it stands now most things are underway in a month with some level of skill. I believe theses addition may allow us to extend content longer.
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Re: Mining Expansion

Postby Amanda44 » Thu Jan 09, 2014 1:55 pm

I agree with everything you've said. Mining is a neglected area of the game and so much more could be done with it both in content and with new skills. It's a shame really as mining plays such an important role in advancement, that more advanced related skills have never been implemented and that we have so little choice of mineable materials.

I've found I really enjoy the caves in one respect, they are quiet, peaceful and atmospheric - I'm hopeful the devs will make much more of them and the mining industry in the revamp without spoiling the 'feel' of being away from the rest of the world.
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Re: Mining Expansion

Postby Xcom » Sun Jan 12, 2014 12:50 pm

I believe that the whole mining system needs a real revamp and restructuring. A whole new type of underground code should be added. Might not sound at all what JnL will ever implement but its just a dream. After a long thought of how mining in haven should look like I believe a straight content addition would just extend on the tedium of having to mine just for the rewards. Its just that adding pure content without a more interactive mechanic would just cheapen the whole system.

Just an idea but it would be completely different from what we have now. Tiles of different sizes would fit next to each other creating a complex mining system where certain type of tiles could be mined and some couldn't be and some tiles would have to be mined in a specific order. Similar to mine sweeper but far complexer creating a dynamic and interactive mining mechanic nearly impossible to bot. Miss mining would also cause sound effects altering danger instead of instantly punishing the player for a miss click and similar effects.

Underground should also be dynamic as in supports not lasting indefinitely. Over time mining shafts would decay and crumble into stone or whatever. Maybe after a period of remaining in a ruined state the underworld would shake up a bit seeing as noone really have a baring what direction things would lead off to. In other words new nodes and resources would fill in the gaps creating a more long lasting node system in the underground and preventing a necessity for world reset's to clean up the mess of mined out systems. Of course a need for more costly and more stable support should be added so underground Citys could remain indefinitely under them.

Adding to many resources to be collected could just create overlaps similar to how every single tree serves the same exact purpose to provide wood materials except for 2-3 that gives an additional resource. But I do agree that we definitely need more rewards then straight up ores and trolls on the occasions. The sad part is as well that hunger grinding ruins mining on all levels except for shooting down to level 5 for Q ore and infinitely long level 4 shafts for nodes. Sad part is that late game the only resource that is useful is gold and cast iron, everything else is just a waste of space as well. Something needs done about that part as well.

I just hope they will at least think about persistent underworlds in haven 2.0 and not the silly Salem mechanic with instant mineholes as it would completely ruin mining altogether.
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Re: Mining Expansion

Postby FLO » Sun Jan 12, 2014 4:36 pm

I can happily agree with you 3 and the mining is neglected to far i really enjoy this part of the game but i do feel there should be more mechanic, tools, and more levels honestly doesnt take too long to dig out a single gold node :roll: , i also feel like we should have another cave level (i know too much DF) level 4?
also lots of mining isnt for metal but gems & stones however where rewards are risks are also involed methane and water were dangerous back in the time of early mining
giving a reason for windmill for power of a water pump
(how they would add this mechanic i believe wouldn't be easy or how to connect a windmill through multiple levels of haven boggles my mind but its the thought that counts i guess :( moving on from that i would like to see more beasts from the caverns (even if they were aesthetic like dryads you cant harm them or vis versa e.g. bats, spiders and other underground insects) but i would like to see GCS (giant cave spider) which randomly spawn unlike the troll
I'd like to bring up the whole cheaper mine support topic while we're at this instead of metal nuggets bone glue possibly less efficient (3x3 or 1x5 and another option of 5x1? hmm just a thought) but allows people to make long tunnels without the metal consumption

well i have more to ramble on but im far to lazy and most of it would bore you so i shall leave it out.
i havent thought over it thoroughly but i dont want to over think stuff
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Re: Mining Expansion

Postby Amanda44 » Sun Jan 12, 2014 6:25 pm

FLO wrote:I'd like to bring up the whole cheaper mine support topic while we're at this instead of metal nuggets bone glue possibly less efficient


I think that is a good idea and could also tie in with both Xcoms and LadyVs ideas about mine supports. Not only would it make mining more realistic but would add a bit more excitement, lol, or danger, depending on how you view it. :)

You could have three types of structures, a low cost one, like you say, to help newbs get started, only this one would be highly unstable and just a temporary measure, then ours, costed as they are now but with more stability than the starter supports - followed by a higher cost support, totaly stable, or at least repairable, to use when making underground bases, as Xcom says. The ability for building the latter would come from the new Engineering skill suggested by LadyV.

There have been multiple threads with suggestions for more creatures in the mines and I think most of us agree on bats and spiders, which imo, should be a definate inclusion in the future, but it would still also be nice for mining to open up new skills, connected crafts and builds.

@ Xcom - I'm pretty sure we are going to see ideas from Salem implemented over here in spite of the fact that Salem didn't/doesn't work. I do genuinely fear for Haven. I don't believe Jorb and Loftar accept how tedious Salem really is, which is understandable when it was their new baby, so to speak, and that is why it will overflow into Haven. All we can do is hope, but I think everyone needs to get used to the fact that Haven is going to be 'Salem-ised' to some extent.

I'm sure they will correct me if i'm wrong and in this case I would very, very much prefer to be wrong. :)
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Re: Mining Expansion

Postby Neon14 » Mon Jan 13, 2014 5:17 am

dwarmanglers everywhere
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Re: Mining Expansion

Postby FLO » Tue Jan 14, 2014 5:58 pm

i would also like to add that i'd like to see more variation it the caves its the same layout where ever you go...
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