learning the new smelting system

Forum for off topic and general discussion.

Re: learning the new smelting system

Postby Toorimakun » Fri Feb 27, 2015 8:58 am

Taipion wrote:There ought to be a carry over value

from my tests there is no carry over value any more.

also i have heard that JC said their is no carry over value.

MagicManICT wrote:Nobody has figured it out. It's what JC said is theoretically possible, not what is probable. (And I believe he said "20" as the number.)

this kind of stuff should also be included in the research of the new smelting system.
JC seems to like to drop little hints here and there about how stuff works... but lets us figure out exactly how it works on our own.

i have figured out how the mining system works from floors 1 - 6.. and probably the same on floor 7 also, all from what JC said / didn't say.
tho from other hints it seems floor 8 might be different in some way... so will have to wait to get there to test it out and see how to get to level 9.
RIP: Purity, you will be missed.
User avatar
Toorimakun
 
Posts: 314
Joined: Tue Mar 05, 2013 4:39 am

Re: learning the new smelting system

Postby Toorimakun » Mon Mar 02, 2015 12:16 pm

wow, no one else has commented here?


BTW i am seeing some differences for where ore/lime is placed in the smelter, not sure at this point if it is just the RNG playing with me or there is some trustworthy effects.
RIP: Purity, you will be missed.
User avatar
Toorimakun
 
Posts: 314
Joined: Tue Mar 05, 2013 4:39 am

Re: learning the new smelting system

Postby Procne » Mon Mar 02, 2015 12:22 pm

Toorimakun wrote:tho from other hints it seems floor 8 might be different in some way... so will have to wait to get there to test it out and see how to get to level 9.

My guess is that getting into floor 9 will not require digging through black stone and each tile dug will have a chance to get you to level 9. This or there will be no regular tiles - only ores and black tiles. So that digging on level 8 always carries a risk of breaching to level 9 and thus making your mine vulnerable to intruders from the bottom. Somehow I can't see a shared level 9 viable mechanic if digging into it is completely voluntary. You want the best ore? You have to take the risk
Image
Procne
 
Posts: 3696
Joined: Mon Sep 03, 2012 11:34 pm

Re: learning the new smelting system

Postby Toorimakun » Mon Mar 02, 2015 2:01 pm

Procne wrote:My guess is that getting into floor 9 will not require digging through black stone and each tile dug will have a chance to get you to level 9. This or there will be no regular tiles - only ores and black tiles. So that digging on level 8 always carries a risk of breaching to level 9 and thus making your mine vulnerable to intruders from the bottom. Somehow I can't see a shared level 9 viable mechanic if digging into it is completely voluntary. You want the best ore? You have to take the risk


all black was my original thought also
JC said that it should take longer and longer as you get deeper... so i thought that as you went down you would face more and more black rock..
but so far black rock seems to be getting more and more rare the deeper we go...

the other thought is that since each floor can open up multiple fissures to the next floor level 8 probably has some mechanic that makes it so that there is only one entrance to level 9 per mine.
RIP: Purity, you will be missed.
User avatar
Toorimakun
 
Posts: 314
Joined: Tue Mar 05, 2013 4:39 am

Re: learning the new smelting system

Postby King_Nothing » Fri Mar 06, 2015 10:25 pm

Nvm.
eat oatmeal crackers & worship deer jesus
Image
User avatar
King_Nothing
 
Posts: 150
Joined: Fri Sep 26, 2014 10:31 pm
Location: DANMARK

Re: learning the new smelting system

Postby blitz » Thu Mar 12, 2015 10:18 am

So no one shared the trick to get more bars yet?
User avatar
blitz
 
Posts: 64
Joined: Fri Feb 13, 2015 8:58 am

Re: learning the new smelting system

Postby reeper_aut » Thu Mar 12, 2015 12:03 pm

the only "trick" known so far is using small lime bits that are quite rare!
plus, with all the changes going on, it's hard to tell.
reeper_aut
 
Posts: 367
Joined: Thu Aug 30, 2012 5:07 pm

Re: learning the new smelting system

Postby JohnCarver » Fri Mar 13, 2015 12:39 am

reeper_aut wrote:the only "trick" known so far is using small lime bits that are quite rare!
plus, with all the changes going on, it's hard to tell.


The recent changes we made were to accommodate a new civ artifice coming soon. After the next patch there will be a clothing set that helps determine the bar yield.
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
User avatar
JohnCarver
Site Admin
 
Posts: 6826
Joined: Fri Jun 06, 2014 3:02 am

Re: learning the new smelting system

Postby Procne » Fri Mar 13, 2015 12:52 am

JohnCarver wrote:
reeper_aut wrote:the only "trick" known so far is using small lime bits that are quite rare!
plus, with all the changes going on, it's hard to tell.


The recent changes we made were to accommodate a new civ artifice coming soon. After the next patch there will be a clothing set that helps determine the bar yield.

When there was a poll in the past about specialising artifacts I didn't expect it would be such a narrow specialisation. We are gettingmore civilian stats which are used only for 1 specific task. Digging soil, planing boards, mining ore, feasting. Now we will get another for smelting. I was expecting there would be stats for specific industry branches instead of tasks. So instead of mining and smelting there would simply be metal working.

Nevertheless, artifacts are still interesting mechanic which seems to be getting better and better.
Image
Procne
 
Posts: 3696
Joined: Mon Sep 03, 2012 11:34 pm

Re: learning the new smelting system

Postby JohnCarver » Fri Mar 13, 2015 12:59 am

Procne wrote:When there was a poll in the past about specialising artifacts I didn't expect it would be such a narrow specialisation.



I share the same concerns. However, We also have been adding more content which has been taking up more room in the design space as well.

If you recall, when there was simply "artifices" it seems quite reasonable that they would provide multiple bonus' to the 'industry' that they would influence.

Now that we have proficiencies, tools, AND artifices all going after the same 'industry' we have found that it is better to start small and 'targeted' and then expand carefully from there. The loose template we now have for such advancements are:

Proficiency bonus: Something you can see I.E. A number floating above your head. We prefer when possible that this would increase the "BASE' yield of the profession or manipulate the profession at its lowest levels, I.E. boards from sawbucks, coal from clamps, plenty from fields etc. But again as long as its something you can visually see that is our main criteria.

Tool Bonus: Primary Speed functions. Generally we want to try to leave the aspects of speed adjustment to the tool. Occasionally we will branch out to +yield like the garden shovel, or no wear like the hellfire tongs but that is more for a 'store' tool.

Civ Bonus: Increased efficiency of your base materials. Boards go father with better planing success. Coal goes farther with better iron bar yield %. Glutton Food goes farther with Feasting +points. Etc. etc.


Its all subject to change. But hopefully you can see that there is a 'system' we are trying to achieve. Once we feel that every proficiency, and industry has been fleshed out with a bonus, tool, and civ set. Then we will see how muddy the pool is and see about other unique aspects to the industry that can add more flexibility in how we influence the bonus' themselves.

Also keep in mind that since Mannequins are coming in the next patch we will also plan on putting in more Civ Sets as we can find space for them. The burden of switching clothes will soon become much lighter.
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
User avatar
JohnCarver
Site Admin
 
Posts: 6826
Joined: Fri Jun 06, 2014 3:02 am

PreviousNext

Return to City upon a Hill

Who is online

Users browsing this forum: No registered users and 8 guests