The problem with cave-ins

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Re: The problem with cave-ins

Postby n0kturnal » Sat May 18, 2013 2:06 am

I'm just not seeing the point in that many mine tiles, 5 may be too light - 10 may be better. But once you get past 20, where are we going? I think I'll try to craft an argument and post in suggestions why this needs to be changed. It seems like there is only the first iteration of a system here, perhaps they'd be willing to revisit it? The design process of this game has been discussed to death, but I'm hoping Jorbtar will come back after everything is done and try to fix mechanics that just seem out of place or wrong. This is one of them, IMHO.
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Re: The problem with cave-ins

Postby DemonEyes » Sat May 18, 2013 12:31 pm

Yes I had a Cave in very soon.. I hadnt used my mne for any storage and hadnt een taken more than 8-9 chunks of ore from it anyway. I got a total of 13 boulders from that cave in once i had completely cleared it out again. The pain of having to light the fire on them is pretty annoying (they should fall instantly mineable)

What would be nice is if there was a chance to recover granite boulders form these tiles would be something to take the pain away.. I think the risk of the cave in is there to make using mines as storage area a bit risky..
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Re: The problem with cave-ins

Postby Powowclouds » Sat May 18, 2013 5:38 pm

As for my occurrence, i was actually trying to make the cave in happen.. I was able to mine a considerable amount just taking one section from each side of the mine. When i started to dig more than one full wall on each side is when it happened. I actually had plenty of support material in back up, so I could've prevented the incident, and would've knowing that it was going to blow up three chests and cover a third of my mine with rubble. I am glad that I learned that lesson though, as there are supports going up way ahead of time now.

P.s. It appears that metal chests are safe from the explosion, as I had two in the range that didnt go, that might just be luck also though.
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