The Underground city

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Re: The Underground city

Postby Delamore » Thu Aug 27, 2009 6:05 am

theTrav wrote:
Delamore wrote:
Laremere wrote:I stand corrected, though I'm not quite sure if those are in the correct time period. (the dates they were mentioning in the second article seemed pre-this game.)

Uh, why would the ability to build in caves go away because this game is after they had done it before?

Because cities in mines are dumb and I don't like em.

Alot of players do seem to like them, and I don't see anyone but the stupidest cry baby quitting over the ability to build in mines while it makes so many people happy to be able to.
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Re: The Underground city

Postby niltrias » Thu Aug 27, 2009 6:13 am

As long as you cant build fields in mines, it doesnt actually have much utility. It adds some defensive potential (smaller wall to guard larger area) at the cost of greater inconvenience (everyone in a city trying to get through the same mine entrance to get to their homes, storage, meat-grinders, etc.
Apperently, the house-in-the-mine is going to be gone on the next map reset anyway, tho, so its a moot point.
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Re: The Underground city

Postby PhaedrothSP » Thu Aug 27, 2009 6:20 am

The only things I really find useful to build in mines are smelters and forges, maybe crucibles too.
There could be some benefit to having a cabin in a mine, maybe just to expand cheese production.
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Re: The Underground city

Postby theTrav » Thu Aug 27, 2009 6:28 am

Delamore wrote:Alot of players do seem to like them, and I don't see anyone but the stupidest cry baby quitting over the ability to build in mines while it makes so many people happy to be able to.

I don't think whether people quit over something or not has much impact on J&L's decision as to how they want their game to work...

Also, popularity is no guarantee of quality
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Re: The Underground city

Postby kobnach » Thu Aug 27, 2009 7:33 am

loftar wrote:
Laremere wrote:1: Yes, though in my opinion that should change to only fires, cheese racks, and possibly some containers.

Your opinion is reflective of our intentions. It will be that way after the map reset.


Don't forget candelabra's

Other than that, I hope there are a lot of forests in the new world, and fear we'll nonetheless have the civilized areas deforested in short order. I'm pretty sure I'd need _at least_ two houses, with cellars, to store all my gear out of the weather (decay), probably three.

Having all this in the mine has been a PITA, but it sure saves on repairs - and going into a house to use tools is almost as big a nuisance - or maybe more, due to crowding.
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Re: The Underground city

Postby theTrav » Thu Aug 27, 2009 7:42 am

kobnach wrote:Don't forget candelabra's

I would assume that you can still bring carryables into the mine.


kobnach wrote:Other than that, I hope there are a lot of forests in the new world, and fear we'll nonetheless have the civilized areas deforested in short order. I'm pretty sure I'd need _at least_ two houses, with cellars, to store all my gear out of the weather (decay), probably three.

You may want to hold out until Jorb releases his larger buildings then... Also I'm pretty sure it's been mentioned that the new world generates a lot more forested region than the previous map (probably still not enough to satisfy those of us in the 'forest as default' camp, but probably more than enough for most players)
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Re: The Underground city

Postby Morsigil » Thu Aug 27, 2009 8:43 am

Don't forget mines are a developmental nightmare. Boxing entrances with boulders means plenty of time to pepper someone with arrows, etc. A city underground never need fear invasion with an active populace.
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Re: The Underground city

Postby Yolan » Thu Aug 27, 2009 12:36 pm

I _really_ hope building walls underground remains possible. Why? Dungeons.

It would take massive amounts of brick and metal, but with time, a real, big labyrinth could be constructed by players underground. Such a place would be the perfect spot for shady individuals to live in, where they can not only hide their hearthfire behind a few gates, but also squirreled away within the labyrinth such that knowing what gates you even need to knock down could be really challenging. Add to that the real possibility of getting lost in there, and you have a perfect little hub of nightmares. But if things are changed such as walls can't be made underground, then forget about it. :(
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Re: The Underground city

Postby sabinati » Thu Aug 27, 2009 1:22 pm

yes please do not limit the things that can be underground too much. i'm fine with no cabins in the mine but really that's as far as it should go.
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Re: The Underground city

Postby Junkfist2 » Thu Aug 27, 2009 1:47 pm

The two deciding factors in what should and shouldn't be in a mine should be, with the first more important than the second:

1. The low ceiling.
2. Ventilation.

I'm fine with cabins and larger structures not being allowed in mines because of 1. There would just be no vertical space to allow it.

With smelters and furnaces and ovens, there's the issue of 2. The smoke produced would probably give hearthlings smoke inhalation.

If people did want to have underground dwellings I'd sort of want a way to either "reinforce" a wall so it can't be taken down quickly and easily and/or have different veins and types of stone/ore underground that would force the construction of twisting tunnels for expediency (and not the expanding radius style that gets done now). That way a person could brute force their way into harder material to set up a dwelling.

Other considerations,
Being able to put up a kind of door in a two-tile gap between rock walls.
Extending claims to cover rock walls so that mining them would be a criminal act. (it might already be this way for all I know)

Question: Will underground mines have geology points so we can go deeper?
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