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09-06-2022, 01:17 AM
(This post was last modified: 09-06-2022, 01:18 AM by Kayla.)
(09-06-2022, 12:34 AM)Enginseer-42 Wrote: (09-06-2022, 12:30 AM)Kayla Wrote: (09-05-2022, 11:16 PM)Enginseer-42 Wrote: (09-05-2022, 05:56 PM)Detective100 Wrote: Currently, there can be many times where you walk in a dungeon only to find that most of the valuable/rare ores you want were already taken.
I am aware of the arguments against having the ores respawn each time someone enters a dungeon, so I propose an alternative:
Before entering a dungeon, you'll get a message telling you how long ago it has been since it was last cleared.
That way, it'll give people who seek to enter a dungeon only when the chances for rare ores are high a way to know when they ought to enter it. All, without causing a potential overflow of rare ores in the market and ruin the economy around them.
Why not just make it so instead of telling you how long ago it was cleared, it tells you the number of ore nodes inside and whether that's full or not?
I know this may be a hot take, but I find knowing how long ago someone came by more immersive (Yeah yeah I know immersion etc.)
Because you could perhaps see tracks or notice that the keyhole has been used recently with fresh markings on the dust or something, and flavor it like
"From the nearby tracks, you estimate that the latest visit was at least [X time here] ago." Or something, you know?
I know for some people this doesn't matter much but to me it does, and I feel like this solve the ore issue anyway because why would someone go in a dungeon and *not* get the ore and clear it?
To be honest the idea that coming back later should mean there will be more ore is already so weird that IMO the question of verisimilitude is a side concern at best. I understand it's reasoning from a game perspective.
Though I suppose another possibility would be a cooldown on opening a given dungeon until it's 'done' restocking. The magic door just rejects your key and tells you when to come back.
I guess the way I see it is that the world after 124 is clearly not a normal one, one of those not normal things is that ores re-grow from the ground after X weeks/months. Etc. Its not really that hard to explain ICly that way, but yes I do agree that its not a big deal. Its more my 2cent that I find one option more immersive than the other.
The key rejecting also works, it would achieve the same goal really!
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(09-06-2022, 01:17 AM)Kayla Wrote: (09-06-2022, 12:34 AM)Enginseer-42 Wrote: (09-06-2022, 12:30 AM)Kayla Wrote: (09-05-2022, 11:16 PM)Enginseer-42 Wrote: (09-05-2022, 05:56 PM)Detective100 Wrote: Currently, there can be many times where you walk in a dungeon only to find that most of the valuable/rare ores you want were already taken.
I am aware of the arguments against having the ores respawn each time someone enters a dungeon, so I propose an alternative:
Before entering a dungeon, you'll get a message telling you how long ago it has been since it was last cleared.
That way, it'll give people who seek to enter a dungeon only when the chances for rare ores are high a way to know when they ought to enter it. All, without causing a potential overflow of rare ores in the market and ruin the economy around them.
Why not just make it so instead of telling you how long ago it was cleared, it tells you the number of ore nodes inside and whether that's full or not?
I know this may be a hot take, but I find knowing how long ago someone came by more immersive (Yeah yeah I know immersion etc.)
Because you could perhaps see tracks or notice that the keyhole has been used recently with fresh markings on the dust or something, and flavor it like
"From the nearby tracks, you estimate that the latest visit was at least [X time here] ago." Or something, you know?
I know for some people this doesn't matter much but to me it does, and I feel like this solve the ore issue anyway because why would someone go in a dungeon and *not* get the ore and clear it?
To be honest the idea that coming back later should mean there will be more ore is already so weird that IMO the question of verisimilitude is a side concern at best. I understand it's reasoning from a game perspective.
Though I suppose another possibility would be a cooldown on opening a given dungeon until it's 'done' restocking. The magic door just rejects your key and tells you when to come back.
I guess the way I see it is that the world after 124 is clearly not a normal one, one of those not normal things is that ores re-grow from the ground after X weeks/months. Etc. Its not really that hard to explain ICly that way, but yes I do agree that its not a big deal. Its more my 2cent that I find one option more immersive than the other.
The key rejecting also works, it would achieve the same goal really! key rejecting would also control the mass flow of coins into the game's economy
sure the ores are the "big bucks" but there's also the fact that you directly get money from a trip without needing to sell the ores to see a profit
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(09-06-2022, 01:20 AM)CuriosityaboutMyself Wrote: (09-06-2022, 01:17 AM)Kayla Wrote: (09-06-2022, 12:34 AM)Enginseer-42 Wrote: (09-06-2022, 12:30 AM)Kayla Wrote: (09-05-2022, 11:16 PM)Enginseer-42 Wrote: Why not just make it so instead of telling you how long ago it was cleared, it tells you the number of ore nodes inside and whether that's full or not?
I know this may be a hot take, but I find knowing how long ago someone came by more immersive (Yeah yeah I know immersion etc.)
Because you could perhaps see tracks or notice that the keyhole has been used recently with fresh markings on the dust or something, and flavor it like
"From the nearby tracks, you estimate that the latest visit was at least [X time here] ago." Or something, you know?
I know for some people this doesn't matter much but to me it does, and I feel like this solve the ore issue anyway because why would someone go in a dungeon and *not* get the ore and clear it?
To be honest the idea that coming back later should mean there will be more ore is already so weird that IMO the question of verisimilitude is a side concern at best. I understand it's reasoning from a game perspective.
Though I suppose another possibility would be a cooldown on opening a given dungeon until it's 'done' restocking. The magic door just rejects your key and tells you when to come back.
I guess the way I see it is that the world after 124 is clearly not a normal one, one of those not normal things is that ores re-grow from the ground after X weeks/months. Etc. Its not really that hard to explain ICly that way, but yes I do agree that its not a big deal. Its more my 2cent that I find one option more immersive than the other.
The key rejecting also works, it would achieve the same goal really! key rejecting would also control the mass flow of coins into the game's economy
sure the ores are the "big bucks" but there's also the fact that you directly get money from a trip without needing to sell the ores to see a profit
Good point! I hadn't thought of that!
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When the big boats are added, it should be a requirement that you need a ship to raid island settlements.
If you aint got a navy, you aint invading from dah sea
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09-06-2022, 07:01 AM
(This post was last modified: 09-06-2022, 07:39 AM by Detective100.)
Make Auguria be the ore used for enhanced trauma kit rather than arcanium, or maybe as an alternate option. Auguria is said to have restorative magic, yet it is only used so far to make auguria rings (custom made armors and weapons not included, of course)
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Suggestion: Show the year alcohol was made, and add more stats to alcohol for every ten years after making.
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Don't have the Tower as a title screen place.
Like it's really pretty and cool but holy shit I've seen so much stuff there you could metagame some of that shit so hard.
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(09-06-2022, 04:47 PM)Shilukk Wrote: Don't have the Tower as a title screen place.
Like it's really pretty and cool but holy shit I've seen so much stuff there you could metagame some of that shit so hard.
I concur. Besides also giving me meta knowledge when the place is vacant or not, It also keeps baiting me with promises of loot
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It's a public location, free to all. Not much to metagame.
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Nothing wrong with having a casual discussion with the coven about the weather that day, or sitting on misfortunes throne when he isn't paying attention and LARPing as him for shits and giggles.
Suggestion : When someone is viewing the title screen area, have it cast an AoE or some shit thats a cute bird flying in circles around it.
Not for any reason.
It'd just be cute.
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