View Issue Details

IDProjectCategoryLast Update
0004016Valley 1Gameplay IssueSep 27, 2011 9:49 pm
ReporterItchykobu Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version0.500 (First Beta) 
Fixed in Version0.502 
Summary0004016: Mining ore - tedious
DescriptionMake 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.
TagsNo tags attached.
Internal WeightFix ASAP

Activities

Chris_McElligottPark

Sep 26, 2011 6:33 pm

administrator   ~0013719

Yeah, I need to make those have lower health, that's true.

Chris_McElligottPark

Sep 26, 2011 6:33 pm

administrator   ~0013720

OR, perhaps what I really need is a super-powerful mining type spell. That would be even more interesting, actually. Thoughts?

Itchykobu

Sep 26, 2011 6:38 pm

reporter   ~0013723

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"

Chris_McElligottPark

Sep 26, 2011 6:42 pm

administrator   ~0013724

Yeah, I think that's a very good point.

Procyon

Sep 26, 2011 6:47 pm

reporter   ~0013726

Last edited: Sep 26, 2011 6:47 pm

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.

tigersfan

Sep 26, 2011 6:59 pm

reporter   ~0013730

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. :-)

Itchykobu

Sep 26, 2011 7:03 pm

reporter   ~0013731

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?

Chris_McElligottPark

Sep 26, 2011 7:05 pm

administrator   ~0013733

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.

Toll

Sep 26, 2011 7:13 pm

reporter   ~0013736

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!

Chris_McElligottPark

Sep 26, 2011 7:16 pm

administrator   ~0013737

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.

Procyon

Sep 26, 2011 7:52 pm

reporter   ~0013745

"Shameless Exploitation I" sounds good.

Itchykobu

Sep 26, 2011 8:05 pm

reporter   ~0013748

A Valley Without Fracking.

c4sc4

Sep 26, 2011 9:27 pm

reporter   ~0013761

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. ;)

Admiral

Sep 27, 2011 12:14 pm

reporter   ~0013880

ROFL... Raise AI Progress

Chris_McElligottPark

Sep 27, 2011 9:49 pm

administrator   ~0014090

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.

Issue History

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