View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0004091 | Valley 1 | Balance Issue | Sep 27, 2011 2:24 pm | Jan 28, 2012 8:58 am | |
Reporter | wigglestick | Assigned To | keith.lamothe | ||
Status | closed | Resolution | open | ||
Product Version | 0.501 | ||||
Summary | 0004091: Rebalance early settlement management | ||||
Description | I had managed to get a pretty good stockpile of consciousness shards, cedar logs, and granite while running around between levels 1 and 5, and as soon as got to level 6, I spent a lot of my resources building houses for everyone, and started on farms so people would have places to work. I spent a ton of consciousness shards on cutting down trees to generate extra lumber, before I realized that advancing time also uses c-shards. Now I don't have enough granite or lumber to build a quarry or woodcutter's guild. It would be nicer for players to have access to quarries and lumber mills at level 6 instead of level 7, and to provide a little more info on the expected resource-harvesting and spending gameplay loop. It also took me a while to figure out that I had to right-click on the resources in the resource window in the upper right of the settlement management screen to transfer c-shards from my character to the settlement. Also, related to 0004088, if I were able to dismantle a couple of the farms I built to get back most, or even just half, of the resources I'd spent there, then I could e.g. build a quarry and start getting renewable granite. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
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Granite is far scarcer than cedar, yeah. Cedar can be harvested en-masse while exploring, while granite isn't nearly as available. Add to that that cedar can be harvested by settlers in Settlement mode, and it gets even more imbalanced. I suggest a simple change: Add granite outcroppings in settlement mode like there are cedar trees now, to allow settlers to mine 10 granite for 5 consciousness. |
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Settlement management isn't really balanced at all right now, it's just the first pass after "completely placeholder" ;) But yea, lots to do here. |
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This doesn't necessarily need to be a change to the Settlement Management in my opinion. You could, for example make it so that there are large quantities of granite at the granite deposit sites, say 25-50. Having to mine out the granite yourself isn't much of a problem, but finding it by grinding your way through caves is. |
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I'd like to see some multi-person buildings, too: * Barracks -- like a House, except it's a little more expensive, holds more NPCs, and provides less of a morale boost. Currently, housing is more of an issue for me when rescuing NPCs than food is, and houses are fairly expensive when you're building a lot of them. * Quarries/Lumber Mills (and perhaps farms, although maybe only in later levels) should probably be worked by more than one person. I have an excess of manpower in my settlements, and not enough resources to build more workspaces. |
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I am also finding myself spending "in the hole" as far as granite, for very similar reasons to the original report. It's frustrating to have further development gated on getting large quantities of a random drop with low frequency, and no way to deliberately raise that frequency by exchanging some other resource. I think there should be at least one more efficient way to get granite than "search low-level caverns obsessively". Or, alternatively, that the costs for building the quarry didn't *include* granite. |
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You can get 10 granite at a time at a cost of 5 red shard and 100 TUs by demolishing the rocks found in your settlements. Same for logs, except chopping down a tree has half the TU cost. |
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That's not exactly a renewable resource, though. Once you smash all the rocks in your settlement, you're right back to square one. I'd like to see either some zones where massive quantities of granite are easily found on the surface, to make it match up with the easy accessibility of cedar trees, or for things that require granite to have their requirements dropped to 1/10th of what they are now, to reflect the relative rarity between the two resources. |
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Well, to be frank, if you've smashed all the rocks in Settlement Mode without building quarries from the granite you got out of it, then that's probably nothing that needs balancing around. And considering how early in the beta it still is, it's entirely possible something else is around the corner to address this. |
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Managing to spend the 1000's of granite on a settlement without building quarries sounds deliciously ironic, in a "humanity hasn't learnt it's lessson" sort of way :-D "What do you mean we've run out of oil?" ^^ |
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Since the settlers will manage their settlements all on their own, I suppose this is out of our hands as well? |
Date Modified | Username | Field | Change |
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Sep 27, 2011 2:24 pm | wigglestick | New Issue | |
Sep 27, 2011 2:39 pm | Toll | Note Added: 0013925 | |
Sep 27, 2011 2:53 pm | keith.lamothe | Note Added: 0013931 | |
Sep 27, 2011 2:53 pm | keith.lamothe | Assigned To | => keith.lamothe |
Sep 27, 2011 2:53 pm | keith.lamothe | Status | new => assigned |
Sep 27, 2011 3:16 pm | tigersfan | Internal Weight | => Feature Suggestion |
Sep 27, 2011 3:16 pm | tigersfan | Status | assigned => strongly considering |
Sep 28, 2011 11:08 am | Shadowsand | Note Added: 0014294 | |
Sep 30, 2011 5:23 am | jerith | Note Added: 0014832 | |
Oct 9, 2011 8:39 am | AlexxKay | Note Added: 0016293 | |
Oct 9, 2011 8:57 am | jerith | Note Added: 0016294 | |
Oct 9, 2011 9:21 pm | BobTheJanitor | Note Added: 0016314 | |
Oct 9, 2011 10:07 pm | Toll | Note Added: 0016316 | |
Oct 9, 2011 10:34 pm | Armanant | Note Added: 0016318 | |
Dec 13, 2011 11:01 am | Toll | Note Added: 0017796 | |
Jan 28, 2012 8:58 am | tigersfan | Status | strongly considering => closed |
Apr 14, 2014 9:29 am | Chris_McElligottPark | Category | Gameplay - Balance Issue => Balance Issue |