View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0004016 | Valley 1 | Gameplay Issue | Sep 26, 2011 6:17 pm | Sep 27, 2011 9:49 pm | |
Reporter | Itchykobu | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.500 (First Beta) | ||||
Fixed in Version | 0.502 | ||||
Summary | 0004016: Mining ore - tedious | ||||
Description | Make ore spots (gem vein, granite outcrop) destructible with 1 hit, or not destructible at all w/out a strong-enough spell. Clicking on an ore spot multiple times to get a granite block is tedious, considering they just sit there - they don't try to escape, fight back, or raise AI Progress. They just need to be clicked over...and over...and over. | ||||
Tags | No tags attached. | ||||
Internal Weight | Fix ASAP | ||||
|
Yeah, I need to make those have lower health, that's true. |
|
OR, perhaps what I really need is a super-powerful mining type spell. That would be even more interesting, actually. Thoughts? |
|
I like the mining spell idea better than weaker ore. With games like minecraft/terraria, you get situations, for example, where you have 'obsidian', and you have to hit it for an hour with a level 1 pick to break it. At the same time, everything takes 2-3 swings to break in general. That's what makes these games lose their fun factor - 90%+ of the time you spend in the game is hitting things over and over. I always felt a better design would be to have one pick (or in this case, spell) insta-kill one group of ore, whereas the next-tier up would insta-kill a rarer group, as well as the first group, etc. Some thing like ore is just so stationary and free of any action other than clicking on it, that to do so repeatedly makes players start to weigh their options, and not in a good way - it becomes: is it worth my time as a human being to repeatedly click this object, rather than "I need this item to progress to the next level of awesome" |
|
Yeah, I think that's a very good point. |
|
Seconded. "Extraction" spells that are tiered by the resources they require would suck a lot of the potential tedium out of acquisition without being needlessly grindy. Voting to make extraction raise AIP by 10 each go, also. |
|
I like the mining spell idea too, but, should it also be one of the free ones players get at the beginning? Also, love the AIP increase idea too. :-) |
|
Not sure how you'd do the naming, but yeah, starting out with Outcrop Extraction (Extraction I) and graduating to something like Vein Extraction (Extraction II) and Earthblood Extraction (Extraction III - props to 'Dominions 3' for the term Earthblood) and so on... Plus maybe higher-level extraction spells yield more dust/ore on lower-level extraction points? |
|
Hahahaha. I'm thinking that this would be something that is kind of cheap for players to get, and is just a single spell that players can unlock once and then not have to worry about again. Having a lot of different mining spells doesn't seem great to me, I'd rather just have one and then upgrade it every large amount levels to keep up with the increasing health of the veins as the region levels go up. But if this did enough damage to the background objects, then it could be something that you only needed to really bother upgrading every 5ish tiers or something, rather than every tier, since it would overkill them so much anyway. |
|
I've actually had the same thought myself, and was even about to make a suggestion here about it, heh. Just make sure it applies to trees too, for all that Cedary goodness! |
|
Well, we really try not to have the same spell have different names at different tiers -- that just gets confusing, I think. Some spells don't become available at all until a certain tier, but then they're just buffed versions of themselves until after that. Moreoever, I would think that someone might need to mine trees, outcrops, veins, and other random background objects right from the start. So the only thing I could see higher tiers giving you is more damage dealt, really. |
|
"Shameless Exploitation I" sounds good. |
|
A Valley Without Fracking. |
|
I always just used fire touch as the mining spell, that's why I always upgrade it. I rarely use it for other purposes. I do like the idea of a mining spell though, one that would destroy outcropings in a single hit. >>A Valley Without Fracking. Wait, why would I want to live in a valley without fracking. Oh, wait, you referring to a different fracking than the Battlestar Galactica fraking. ;) |
|
ROFL... Raise AI Progress |
|
This should do it: * Added a powerful new death touch spell that can be crafted. ** Very strong touch-range spell. Extremely useful for destroying or harvesting background entities like monster spawners, gem veins, trees, and other resource deposits. |
Date Modified | Username | Field | Change |
---|---|---|---|
Sep 26, 2011 6:17 pm | Itchykobu | New Issue | |
Sep 26, 2011 6:18 pm | tigersfan | Internal Weight | => Feature Suggestion |
Sep 26, 2011 6:18 pm | tigersfan | Status | new => considering |
Sep 26, 2011 6:33 pm | Chris_McElligottPark | Note Added: 0013719 | |
Sep 26, 2011 6:33 pm | Chris_McElligottPark | Note Added: 0013720 | |
Sep 26, 2011 6:38 pm | Itchykobu | Note Added: 0013723 | |
Sep 26, 2011 6:42 pm | Chris_McElligottPark | Note Added: 0013724 | |
Sep 26, 2011 6:47 pm | Procyon | Note Added: 0013726 | |
Sep 26, 2011 6:47 pm | Procyon | Note Edited: 0013726 | |
Sep 26, 2011 6:59 pm | tigersfan | Note Added: 0013730 | |
Sep 26, 2011 7:03 pm | Itchykobu | Note Added: 0013731 | |
Sep 26, 2011 7:05 pm | Chris_McElligottPark | Note Added: 0013733 | |
Sep 26, 2011 7:13 pm | Toll | Note Added: 0013736 | |
Sep 26, 2011 7:16 pm | Chris_McElligottPark | Note Added: 0013737 | |
Sep 26, 2011 7:52 pm | Procyon | Note Added: 0013745 | |
Sep 26, 2011 8:05 pm | Itchykobu | Note Added: 0013748 | |
Sep 26, 2011 9:27 pm | c4sc4 | Note Added: 0013761 | |
Sep 27, 2011 12:06 pm | tigersfan | Internal Weight | Feature Suggestion => Fix ASAP |
Sep 27, 2011 12:08 pm | tigersfan | Assigned To | => Chris_McElligottPark |
Sep 27, 2011 12:14 pm | Admiral | Note Added: 0013880 | |
Sep 27, 2011 9:49 pm | Chris_McElligottPark | Note Added: 0014090 | |
Sep 27, 2011 9:49 pm | Chris_McElligottPark | Status | considering => resolved |
Sep 27, 2011 9:49 pm | Chris_McElligottPark | Fixed in Version | => 0.502 |
Sep 27, 2011 9:49 pm | Chris_McElligottPark | Resolution | open => fixed |
Apr 14, 2014 9:28 am | Chris_McElligottPark | Category | Gameplay - General Complaint => Gameplay Issue |