Discussion in 'Developer Depot' started by Kilhwch, Oct 30, 2013.
If I had to guess I'd say cloth simulation and clipping issues.
If only the witch hadn't been so unlucky we could have prevented this from happening:
Scott Jones: Cloth map
Village lot sized?
I have severe misgivings about letter decorations and fear it will be a decision that they regret.
Wait you haven't seen my swastika buddhist temple yet?
"Chris Wolf: Elysium Mines
Damien Foletto: Bugs & Elyisum Mines & Crafting & Playtesting & Forums"
Elysium mines noooo!!
Nothing gold can stay.
Until they get the mines right and really make them mines and not another adventure zone, I hope they are smart enough to leave them alone. We now have 5 mines that are not mines. Get it right @Chris!!
Until they get the mines right and understand what a mine is, I hope they are smart enough to leave them alone. We have 5 mines now that are not mines. Leave the 3 remaining mines alone until you get it right @Chris
I fully agree! It would be cool if they would leave the last three alone, and maybe just added on to it without changing the look and feel of the "mine". @DarkStarr @Sea-Wolf
If by 'right' you mean zones where ore can be mined uncontested, it's not going to happen.
Fix for mines:
* Add one mine, better node spawn than elysium, all silver and make it a PvP zone.
* Add one mine, better node spawn than elysium, all gold and put a dragon in the middle.
* put graffiti all over the walls of elysium, shaming people for playing alone in the dark instead of challenging themselves. But if that's how they want to play, that's fine with me.
The fundamental disconnect I think is that they are designing mines which are like a roller coaster you go through on an adventure. But no one plays sota that way. They learn how to optimize a situation and repeat it.
If you're going to make the game fun, you have to take what people are doing and enhance it, not try to replace it with what you think they'll enjoy. Right now avatars run around in a circle killing green earth elementals and looting the same ore nodes for hours. That's just the way it is. If you try to change them into people who go on "mining adventures" you're just going to piss them off and stop them from mining. You have to start from where players are, then add something which makes it challenging/harder to exploit if you want to significantly affect rates but not drive out your players.
That is not what I want, I like the challenges of the mobs to a point. But as in Spectral Mines, have a good number of ore.
Maybe thats what needs to be changed, though...
I mean, people are asking for better node spawn with the idea that it'll make things more fun, but it'll just make things more grindy. First, assuming people will gather it all, it will drop the price of ores, making it more difficult for miners to get a good return on their game time. Second, a greater quantity of ores mined per hour will make it more likely that the devs will increase crafting requirements. Crafting requirements are where they are right now because the devs want to keep some things rarer than others. More ores will mean crafting requirements might have to change to keep balance. But grinding in the same spot isn't fun no matter what type of challenges there are. If they want to make the game more fun, the devs should focus on making the game less grindy, not throwing all sorts of stuff at grinders, in my view. That can maybe be changed either by doing something to ease crafting requirements, or by continuing to work on reducing load screen time and in turn increasing factors that get people to move out of the same scene and go on to others.
The adventure part of mines is actually fun if you go in for the adventure, generally the first time around when you're exploring or doing quests. So it would be a shame if the devs stopped doing that stuff just to cater to grinding.
More interlocked passages with mining areas would probably help both groups... because going around winding passages and into different pockets to get your ore is more fun than going around in circles in the same room. Then the challenges that exist also end up blocking your movement, and you can hide from them by going around bends or in pockets, so this creates more of a tactical aspect to these challenges. Moving through the passages and dealing with the tactical challenges also takes time, giving a better chance that things will respawn by the time you get to them.
Also, passageways between different mines where you can get straight to mining in the second one without going through some introductory level also allows for continuous mining while keeping things interesting.
At any rate, if the circle you're going around isn't a single room, but a passage, I think its a bit better. .... Btw, yes if you're wondering, I have mined a lot, did so in earlier releases, got to 112 in each mining skill, then moved on to do other things.
Anyway, yes an "underground Shardfall" / mining area would be a good idea eventually. There are some underground dragon areas with ores and gems, btw. I'd also still like to see a a deeper level of Owls Nest which has higher level content and a "Vale Passage" that connects Owl's Nest and Ravensmoor.
I'd take issue with that.
The miners I know want better node spawn to get more ore......... period.
Because they want to mine in a lesser amount of time to get the same results All I was pointing out is that it isn't necessarily going to work this way when you take in account how the economy works .....
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