Extend the new lime mechanics to all boulders

Forum for suggesting changes to Salem.

Extend the new lime mechanics to all boulders

Postby Potjeh » Thu Jul 10, 2014 5:56 pm

I think this would fit in well with the whole professions checkpoint on the roadmap, by making room for a miner profession. A very nice thing would be to have the boulders dynamically change their model as they're chipped away, so you could estimate at a glance how much is left in them.

P.S. Please add lime quarries.
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Re: Extend the new lime mechanics to all boulders

Postby Feone » Thu Jul 10, 2014 6:25 pm

Potjeh wrote:I think this would fit in well with the whole professions checkpoint on the roadmap, by making room for a miner profession. A very nice thing would be to have the boulders dynamically change their model as they're chipped away, so you could estimate at a glance how much is left in them.

P.S. Please add lime quarries.


Yes please. It would make the world look a tiny bit more interesting too (Assuming all existing boulders get replaced with a random type) .
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Re: Extend the new lime mechanics to all boulders

Postby JohnCarver » Thu Jul 10, 2014 7:15 pm

Potjeh wrote:I think this would fit in well with the whole professions checkpoint on the roadmap, by making room for a miner profession. A very nice thing would be to have the boulders dynamically change their model as they're chipped away, so you could estimate at a glance how much is left in them.

P.S. Please add lime quarries.


Interesting. Unlike the meshes of a compost bin or other structures that dynamically just change a 'part' of themselves, to switch from boulder to boulder I'm afraid one model would need to be replaced with another. I'll ask around but I worry this may cause issues where players who havn't seen or loaded a specific boulder have strange jarring issues at the point where one boulder disappears and the other is trying to load. I do like the idea in concept but it may be a fair bit of work as it would require boulders to actually be a singular object, with various meshes of their layers being deleted from render upon reaching a point of less product. A nice thing for sure, but a fair bit of work that might be a tad more appreciated elsewhere?

As for adding a few more boulders to make stone quarriesmore dynamic, we were actually thinking about simply having a granite boulder be a % chance out of a stone quarry? To my understanding you do not spend crazy amounts of time in stone quarries like you do lime quarries, and as such, the need for such variety may be a bit overkill. We do feel dynamic solution to the game given its nature to be grindy is almost always worth it if we can find something that works.

As for adding lime quarries. How do you propose doing this? Manipulating the map on a massive scale without a wipe I believe poses a bit of a problem. Me running around for the next year speckling them is also less than ideal....
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.

Nsuidara wrote:it is a strange and difficult game in no positive way
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Re: Extend the new lime mechanics to all boulders

Postby Feone » Thu Jul 10, 2014 7:24 pm

JohnCarver wrote:
Potjeh wrote:I think this would fit in well with the whole professions checkpoint on the roadmap, by making room for a miner profession. A very nice thing would be to have the boulders dynamically change their model as they're chipped away, so you could estimate at a glance how much is left in them.

P.S. Please add lime quarries.


Interesting. Unlike the meshes of a compost bin or other structures that dynamically just change a 'part' of themselves, to switch from boulder to boulder I'm afraid one model would need to be replaced with another. I'll ask around but I worry this may cause issues where players who havn't seen or loaded a specific boulder have strange jarring issues at the point where one boulder disappears and the other is trying to load. I do like the idea in concept but it may be a fair bit of work as it would require boulders to actually be a singular object, with various meshes of their layers being deleted from render upon reaching a point of less product. A nice thing for sure, but a fair bit of work that might be a tad more appreciated elsewhere?

As for adding a few more boulders to make stone quarriesmore dynamic, we were actually thinking about simply having a granite boulder be a % chance out of a stone quarry? To my understanding you do not spend crazy amounts of time in stone quarries like you do lime quarries, and as such, the need for such variety may be a bit overkill. We do feel dynamic solution to the game given its nature to be grindy is almost always worth it if we can find something that works.

As for adding lime quarries. How do you propose doing this? Manipulating the map on a massive scale without a wipe I believe poses a bit of a problem. Me running around for the next year speckling them is also less than ideal....


Perhaps a new building, similar to a mine.
This building would be placable anywhere, upon creation it would generate a mine-like instance.

Within the instance you could generate a mix of stone, granite and lime. The useful stuff would probably come in veins or something and the regular stone would just fill everything else. Similar collapse mechanics to a mine to make regular limenodes still worthwhile.

edit- or perhaps only allow the building to be placed on lime nodes. Perhaps it could also be used to get granite out of a regular stone quarry instead of the random mix within?
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Re: Extend the new lime mechanics to all boulders

Postby Potjeh » Thu Jul 10, 2014 7:27 pm

Whoops, my bad, I meant granite quarries :oops:

Anyway, getting it randomly from stone quarries would work too, especially if the chance to get granite improved with M&M.
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Re: Extend the new lime mechanics to all boulders

Postby JohnCarver » Thu Jul 10, 2014 7:40 pm

Potjeh wrote:Anyway, getting it randomly from stone quarries would work too, especially if the chance to get granite improved with M&M.


This was our solution. It hasn't made August yet, but I'll see about bumping it a bit up the list given its I'm sure there would be other player demand for it if solicited.
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.

Nsuidara wrote:it is a strange and difficult game in no positive way
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Re: Extend the new lime mechanics to all boulders

Postby Potjeh » Thu Jul 10, 2014 7:51 pm

Sweet :D
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Re: Extend the new lime mechanics to all boulders

Postby pilgrim » Thu Jul 10, 2014 11:56 pm

Perhaps a new building, similar to a mine.
This building would be placable anywhere, upon creation it would generate a mine-like instance.

Within the instance you could generate a mix of stone, granite and lime. The useful stuff would probably come in veins or something and the regular stone would just fill everything else. Similar collapse mechanics to a mine to make regular limenodes still worthwhile.

edit- or perhaps only allow the building to be placed on lime nodes. Perhaps it could also be used to get granite out of a regular stone quarry instead of the random mix within?


How about allowing a small chance of mining lime or granite within the ore mine. You could implement it in when you redo purity for mines. I think i remember reading about how you wanted purity to change within the same mine. It could also randomly generate lime and granite. this would be an easy way to also give different purity of the lime and granite.
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Re: Extend the new lime mechanics to all boulders

Postby JohnCarver » Thu Jul 10, 2014 11:58 pm

pilgrim wrote:How about allowing a small chance of mining lime or granite within the ore mine. You could implement it in when you redo purity for mines. I think i remember reading about how you wanted purity to change within the same mine. It could also randomly generate lime and granite. this would be an easy way to also give different purity of the lime and granite.


We do like the difference between quarries and mines though. This solutions seems like it might invade on the identities of both.
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.

Nsuidara wrote:it is a strange and difficult game in no positive way
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Re: Extend the new lime mechanics to all boulders

Postby Merchant_King » Fri Jul 11, 2014 5:00 am

It's too bad there is rarely a use for stone quarries now. Maybe horse drawn wagons will cause people to pave roads across the map.
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