Depletable resources and longevity of the server

Forum for suggesting changes to Salem.

Depletable resources and longevity of the server

Postby Vibe » Fri Jan 18, 2013 12:04 pm

This is more of a thought than an actual idea. Not sure what the intention of the devs is when it comes to this matter. Is it planned that we'll one day have to migrate to another server, due to resources depleting, or is one server supposed to stay inhabited "forever"?

If it is meant to stay inhabited forever, I think we'll sooner or later be facing problems with depletion of resources (or already are). Especially when Salem goes into open beta or is released, where we (might) see an influx of players, this just might mean that the resources will deplete that much faster.

Sure, depleting resources is realistic, and finding a big lime field for example is a part of the game to save yourself trips to other lime fields. But when that lime field depletes and I'm sure many have experienced this already, in come the alt spam just for gathering lime or granite and transporting via Boston - which is tedious, unintuitive and a bad game mechanic, if you ask me.

So I would suggest adding mechanics that slowly restore lime quarries and either respawn granite boulders, or restore granite pits/quarries/mines, if such were added one day (please add them, many suggestions already on this).

Slowly restoring lime quarries would mean that you'll still have to look for a bigger lime quarry if you wanted to mass dig lime, so it wouldn't really remove this aspect of the game.
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Re: Depletable resources and longevity of the server

Postby DraachePat » Fri Jan 18, 2013 2:03 pm

Hi all, hi Vibe, :D

Yes they could absolutely add such a thing, however, I would suggest that they should insert an active scenery, as for example, (active or unactive) volcanoes they spawn (random spawn) in the scenery, they insert heights and depths. From fire and cinder valuable minerals or other could be found, new stone quarries could be thereby determined also by geologists (need to leran new skill(s)). Depending on how the volcano breaks out, could become even a lake from it.

Earthquakes (random spawn) also damage buildings or destroy them. Therefore they must be repaired or reconstructed. Then about big clefts, bridges would have to be built to cross them.

By too much clearing of the wood other physical disasters could happen. Cyclone, rain and/or flood (random spawn) could originate which could cause big damages ... however floods could raise the fertility of the scenery for some time. Dryness could change the scenery ... etc. etc. etc..

Greetings,

DraachePat.

(Sorry, my english is a lil bit rusty) ;)
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Re: Depletable resources and longevity of the server

Postby dageir » Fri Jan 18, 2013 4:34 pm

To avoid depletion we could introduce recycling. Some stuff could be reused or turned into other (less valuable) things. Metal can be remelted. Wood can have other uses or be used as firewood. Some resources should be near inexhaustible. Have you ever heard of anyone running out of stone? In the real world lime quarries that are rich can last for hundreds of years even with todays extraction technology. Forests can be replanted stone and lime sould be unlimited rest can be recycled.
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Re: Depletable resources and longevity of the server

Postby MagicManICT » Fri Jan 18, 2013 6:00 pm

So far, from what I can gather, this is the plan. If you exhaust the resources in your area, you will be forced to migrate or to trade with others to get those resources. Of course, colonization and forcing the colonies to export goods back home for consumption is an option, too.
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Re: Depletable resources and longevity of the server

Postby Ass_Kraken » Fri Jan 18, 2013 7:16 pm

Seeing how nearly, if not all, resources have a harder, yet possible alternative that is infinite, they've thought of this before and this effect might be intended.
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