View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0007545 | Valley 1 | Suggestion - Balancing Issues | May 5, 2012 3:45 am | Jun 11, 2012 3:41 am | |
Reporter | GauHelldragon | Assigned To | |||
Status | considering | Resolution | open | ||
Product Version | 1.009 | ||||
Summary | 0007545: Make Copper Ore+Iron Ore more rare/ granite + coral more common | ||||
Description | Copper and Iron are only used for a handleful of spells (mostly utility) and are not needed in any great quantity, however it seems that they are extremely common in caves. It would be nice if a lot of that copper and iron was instead granite. You need a lot of granite just to build the stuff you need, let alone the dozens of 'personality' buildings. I find that coral is also another greatly sought after resource, however it is kind of a pain to gather, since it seems to be slightly uncommon. Pretty much the ONLY reason anyone ever goes into the ocean is to get coral, so it would be nice if it was easy to get a lot of it, expecially considering the inhertent inconvienence of exploring ocean caves. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
related to | 0008063 | considering | Have iron ore/copper ore/quartz only show up in certain biomes |
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I agree. On continent 1, granite was never in short supply, partly because the basic buildings were already there, partly because it took a while to unlock iron ore and copper ore to "dilute" things. On continent 2 things are really different, I have more than enough iron and copper ore but I am always short in granite. |
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Prior to unlocking iron/copper ore you just take it for granite... Puns aside, I think resources need to have their rarity roughly scaled to how many spells use them as crafting ingredients. And conversely, resource scarcity and ease of harvest should roughly indicate how much the ingredient is used for crafting. Cedar logs are almost free to harvest - i could run through an area with miasma whip and mow down all the trees without slowing down much. Current crafting costs for anything requiring cedar logs are inadequate. Like Gau says, Granite should be more abundant. Maybe 35/35/15/15% for granite/quartz/iron ore/copper ore probabilities. Also, make harvesting require some effort. Maybe 5-10 seconds of harvesting per rock. If it takes no effort to harvest them, I'm going to hit them with miasma whip and grab them even if I don't think I'll need them. But if I have to sit there for 10 seconds while harvesting each one, I'll think twice whether I really need it that badly. Same for trees. |
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I agree on it, granite is indeed scarce, compared to iron and copper which has fewer uses and should be more rare. |
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I especially agree with the coral, it seems that since I enjoy energy orb I'm forced to spend upwards of an hour looking for the necessary coral to get it up to level 5. |
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Perhaps certain personality buildings could actually use iron and copper ore / ingots. Iron ingots and iron ore are incredibly common and only used for a few different spells and I think it would make a lot of sense for the more modern personality structures to require metal as opposed to wood and granite skyscrapers. |
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Spending 5 seconds to harvest a rock, no thank you. I think that would kill the flow of the game and make it unbearably tedious to harvest resources. Materials do need to be balanced better though. |
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I agree with the granite needing to be a bit more common to find since you do need a bit of it to build all of the structures in the settlement. As for coral, I couldn't agree more. I have been having a hard time finding the quantities of coral I have wanted thus far. Maybe ocean shallows should have large supplies of coral in their gem veins? Although coral obviously isn't a gem and off the top of my head, I can't remember what type of gem is normally in the ocean shallows. |
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I do like the idea of using iron / copper more, espescially in personality structures; it'd add another level of specialisation to personality structures if their build costs varied by structure. Maybe throw in quartz for more "crystalline" buildings. Altering frequencies would also be good, though since you generally need granite more at earlier tiers than later on, it might be worth slowly reverting to the earlier frequency distribution as you get deeper and deeper into a cavern. |
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There definitely needs to be some kind of rebalance on Granite. You need so much of it, but get so little compared to Iron/Copper, which is always in abundance. Same with Cedar Logs. I've never had a shortage of them. Either make Granite more common, or make Iron/Copper building materials as well as crafting (If possible). I'm sitting on 10+ structures I can't build right now because I'm shy on granite for all of them. Cedar logs? ...Sitting on a stockpile of...500 or so. 9.9 |
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The problem with using the same resources for building and crafting: Player A harvests 5 iron ore. Players A and B each see 5 iron ore in the stockpile. Player B crafts a spellgem that requires 2 iron ore. Player A sees 5 iron ore in the stockpile, and player B sees 3. Player A tries to construct a building that requires 5 iron ore. One of the following happens: 1) The building is constructed, and Player B sees -2 iron ore in the stockpile, or 2) Player A can't construct the building, even though he/she sees the resources in the stockpile to construct it. Both of these are bad. That said, it wouldn't be too hard to turn copper and iron ore into construction materials, and make spellgems that used them use copper and iron ingots (or another material) instead. Existing stockpiles of copper and iron ore would have to be converted into ingots to prevent the above issue from occurring, but this would only be a one-time thing. |
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I think it would make more sense to turn the ingots of those two metals into the building material, and perhaps introduce two new spell materials to fill the roles they currently serve. Of course the same result can be had by introducing new building materials, or by increasing the appearance of granite in both surface and cavern chunks. Perhaps granite (or any new building materials) might be introduced into the Stash reward seeds? |
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The best way I find to get coral is to just run along ocean tiles and collect whatever ones spawn on the ocean floor. |
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Just did that in a game and running through 8 ocean tiles I picked up 3 coral, 5-6 each of quartz and granite, and 10+ iron ore (I didn't really pay attention past that other then feel annoyed at how much I was getting in comparison to the dearth of coral). Seems like there's something a little strange with the seeding on this one. |
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I never seem to have enough coral, anything to increase their seeding, or a multiplier would be welcome. A transmute spell or guardian power could solve some of these problems. Some number of resource A creates a much small amount of resource B, subject to whatever the unlock gods deem acceptable. |
Date Modified | Username | Field | Change |
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May 5, 2012 3:45 am | GauHelldragon | New Issue | |
May 5, 2012 6:31 am | Ipkins | Note Added: 0023520 | |
May 5, 2012 7:41 am | Quaix | Note Added: 0023523 | |
May 5, 2012 7:41 am | Quaix | Note Edited: 0023523 | |
May 5, 2012 7:42 am | Quaix | Note Edited: 0023523 | |
May 5, 2012 7:42 am | Quaix | Note Edited: 0023523 | |
May 5, 2012 7:42 am | Quaix | Note Edited: 0023523 | |
May 5, 2012 9:33 am | Izumi5 | Note Added: 0023528 | |
May 5, 2012 11:34 pm | tigersfan | Internal Weight | => Feature Suggestion |
May 5, 2012 11:34 pm | tigersfan | Status | new => considering |
May 6, 2012 4:56 am | eric2903 | Note Added: 0023614 | |
May 6, 2012 8:44 pm | Platypus | Note Added: 0023651 | |
May 6, 2012 11:45 pm | Aphantas | Note Added: 0023662 | |
May 9, 2012 7:05 am | Barty | Note Added: 0023839 | |
May 23, 2012 4:46 pm | GauHelldragon | Relationship added | related to 0008063 |
May 23, 2012 6:30 pm | BenMiff | Note Added: 0024752 | |
Jun 1, 2012 3:54 am | RetroNutcase | Note Added: 0025350 | |
Jun 1, 2012 3:55 am | RetroNutcase | Note Edited: 0025350 | |
Jun 3, 2012 3:12 am | lavacamorada | Note Added: 0025425 | |
Jun 3, 2012 3:26 am | TracerFox | Note Added: 0025428 | |
Jun 4, 2012 8:03 am | LayZboy | Note Added: 0025452 | |
Jun 10, 2012 11:12 pm | darke | Note Added: 0025754 | |
Jun 11, 2012 3:41 am | NyQuil | Note Added: 0025755 |