It would be great if they regenerated random number mines, for instance 3 now and maybe next time only 1...otherwise people with mines will now exactly when respawning takes place?
@Gamden even if you know exactly when the respawning takes place, look at the number of areas. Sure, you can camp an area with the POSSIBILITY of that lode spawning ( this won't be very effective) there'll be other people doing the same, and it's not guaranteed it spawns in the same area. For example, Right now there is no Ice in the Fissure of Echoes, so if a lode of ice vanishes from the S. Vashnars, you have about a 50% chance for it to spawn again in the S. Vashnars(25% * 2 locations), 25% to spawn in the Fissure, and 25% to spawn in the siroccians
and this is also the type with the fewest possible locations to appear.
Aurora says, "Tharvis, why are you always breaking things?!" Artemis says, "You are so high maintenance, Tharvis, gosh." Tecton says, "It's still your fault, Tharvis."
Hard-gating people interested in the system from participating in it, both by the lack of locations to prospect, and the complete inability for anyone who doesn't have a claim to train their squads in to actually do anything is a surefire way to drive people away from what seems to be an otherwise interesting system.
A shame, really.
It's the first day. Offer some suggestions on how to fix the system instead of repeating what's already been discussed bud!
Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
one thing I do wonder, @Sarapis, is there a cap on how many soldiers you can send to attack a specific sized mine? To avoid 50 squads attacking a small mine for example.
Aurora says, "Tharvis, why are you always breaking things?!" Artemis says, "You are so high maintenance, Tharvis, gosh." Tecton says, "It's still your fault, Tharvis."
In a way, @Daeir, if you see the % going up slowly you can assume they have alot of soldiers and minimal miners. If you see the % going up quickly? Hit that thing because it's maxed on miners and minimal soldiers.
Aurora says, "Tharvis, why are you always breaking things?!" Artemis says, "You are so high maintenance, Tharvis, gosh." Tecton says, "It's still your fault, Tharvis."
BUY <number> SQUAD#### only buys one squad and consumed gold as if you bought the mentioned number.
Similarly, if you try to buy a squad and it'd bring your legion number above "1000 strong" it does
give a failure message but also consumes the gold
Aurora says, "Tharvis, why are you always breaking things?!" Artemis says, "You are so high maintenance, Tharvis, gosh." Tecton says, "It's still your fault, Tharvis."
I do wonder though, how much better would people find the building mines if the mines cost stone and wood instead of iron and wood?
Aurora says, "Tharvis, why are you always breaking things?!" Artemis says, "You are so high maintenance, Tharvis, gosh." Tecton says, "It's still your fault, Tharvis."
ahh I guess they fixed that part of the bug already then when Scrim reported it
Aurora says, "Tharvis, why are you always breaking things?!" Artemis says, "You are so high maintenance, Tharvis, gosh." Tecton says, "It's still your fault, Tharvis."
I went looking to mine and found no available nodes and having to run around and consume balance looking for something that didn't exist soured me on mines pretty quickly.
I haven't read this thread yet -- but suffice it to say, because I didn't get in on this yesterday, it seems like the opportunity to do so now is almost gone.
Sitting down now, ready to learn, and being told that virtually every lode is accounted for... and you can't attack someones mine without having your own...
It seems like a pretty piss poor design mechanic for those of us who have to work for a living and weren't on Achaea with buckets of commodities, ready to blow a ton of cash on this new mechanic right away.
"You have to learn the rules of the game. And then you have to play better than anyone else."
I think we're all pretty sure this system is going to get modified pretty quickly to stem the flow of frustrated people, and probaby have some larger changes done in the long term. I'm mainly just surprised this didn't turn up in playtesting or whatnot.
I think we're all pretty sure this system is going to get modified pretty quickly to stem the flow of frustrated people, and probaby have some larger changes done in the long term. I'm mainly just surprised this didn't turn up in playtesting or whatnot.
I fully expect that they're monitoring the situation and making minor modifications as things go along. The main issue right now is the experience gap. The only viable way I can see for them to address the fact that you need a mine to level up soldiers, or to level up miners (it hasn't really been brought up, but because higher level miners have higher productivity, players with higher level miners could conceiveably gain an advantage), is for newly hired soldiers/miners to reflect the average level of all soldiers/miners.
Of course, that doesn't quite address those of us who have already hired miners and soldiers, but have not been able to find a suitable mine.
Unrelated, but worthy of a bump: there is still no way to dismiss or fire squads in your legion. So some of us (or maybe just me) are stuck with either too many soldiers, too many miners, or a bad composition of soldiers. It would be nice if we could LEGION DISMISS SQUAD <squad id> to free up space in our legion to better organize it as is necessary.
We've already found new "strongholds" basically signs that say nobody owns the stronghold, but no stronghold yet. So I assume they will be expanding the number of strongholds and with that, the number of possible lodes
Aurora says, "Tharvis, why are you always breaking things?!" Artemis says, "You are so high maintenance, Tharvis, gosh." Tecton says, "It's still your fault, Tharvis."
@Ruth can't send miners on suicide missions though
Aurora says, "Tharvis, why are you always breaking things?!" Artemis says, "You are so high maintenance, Tharvis, gosh." Tecton says, "It's still your fault, Tharvis."
Also, any way we can change the wood cost to like.. stone or something? Getting wood to construct mines gets costly pretty quick because it gets used for all sorts of things, not including room credits, ship weapon repairs, city improvements.
I was thinking this would eventually be a good thing for cities to invest in, for more access to (insert comm here), indirectly. If anything, it would provide something cities could fight over.
Also, I was discussing with Skye and thought that it might be interesting to have the mines that don't only produce one commodity. In a real mine, you'll probably get more than just one comm, but in varying ratios. Is that something that would make the system more realistic/interesting?
"Mummy, I'm hungry, but there's no one to eat! :C"
Ok it's been about 10-12 hours since I started my mine I think... Some thoughts on it so far.
1) Starting commodities:
When Sarapis first polled us on commodity availability, the general consensus was that there was an acute shortage of iron. I therefore relish the irony (hurhur) that in order to start up a mine, you required quantities of iron. Good call on not pre-empting us on this to avoid stockpiling (not that there was any to stockpile anyway).
However, I can't help but feel that use of commodities to start up mines not only bottlenecked the people who could get into the mining scene, but the people who could start up were the ones who were already holding on to ample commodities. (this has already been extensively talked about so I'll leave it be). But I do feel it kinda defeated the entire purpose of opening mining as a 'non-skill'.
The fact that mining also uses up wood commodities is just another added pressure on a commodity that's already being used intensively for housing and on a minor but regular basis for seafaring.
I would have very much preferred a simple gold cost where you could commission one of the mining denizens for 'mining supplies' which would scale depending on how large and how many mines you already have.
The option of using comms maybe to offset startup costs later on, is something that could have been added in a few weeks after the fact. This would have allowed everyone start on a (more) level playing field of gold first.
2) Prospecting:
I'm pretty sure that I've spent more money on prospecting than I have on anything else in this mining venture. Let's face it: prospecting's pretty dumb. You basically go around dropping 100 gold per step only to be told 'nope, nothing here!' / 'there's something here but it's not something you want'. The balance cost also totally rags on you. Can we not hire trained surveyors from Ranoult at a fixed cost (maybe for 10-15 minutes where a surveyor denizen follows you around and tells you 'this place has X')
3) Lodes:
This brings me to my next point. The lode system is terribly limiting. Firstly, with lodes you're basically locked down to X commodity + one or two rare minerals that may or may not appear.
I get that's more or less the 'realistic' part of mining. You find a vein of X ore and you dig at it until it's exhausted, you generally get the same stuff. But the fact that these lodes will eventually respawn (randomly I presume), already requires a certain suspension of belief. Cant' we take on a percentage system instead?
Combined with the hired surveyors, the denizen can tell you that a particular room has a X chance of having Y ore mined.
For example: Surveyor Ranoult tells you, "This is a small/medium/large/huge/massive seam. Your prospects for this venture are: 50% stone, 20% coal, 10% iron, 10% ice." (note that doesn't make a full 100% so there's a 10% chance that a miner may come up with nothing at all)
So in the time you mine out that particular seam, there's a 50% chance of each miner producing stone, 20% coal etc etc, resulting in a mixed intake of commodities rather than a monopoly over X lode for as long as it exists. What people will be fighting over are the more desirable bearing lodes, but it doesn't shut players out completely by limiting the comms.
As it stands now, there's virtually no iron being sold anywhere, and the people mining it will be hoarding it like no tomorrow or selling it at premiums.
4) Misc:
So, like I said I started my mine, like... 10-12 hours ago. It's a small mine because it was all I could afford at the time with the lack of iron. I've only produced like 240 raw stone for my investment. That... really blows. I get that you guys wanted this to be a gold sink. but so far we don't seem to be getting much in return for it.
A lot of us aren't dabbling in the mining business on an entrepreneurial level, but one of self-sustenance. I mine for stone for my own use, if I had an iron mine it would also largely be for my own use as well. Even without looking to turn a profit, the costs so far feels hefty. Considering we pay ship crews in bits (not even a whole sovereign!), 5 gold per miner is pretty crazy.
A couple of things (I'll leave the overarching concerns for when Sarapis comes back):
@Melodie: the purple ones aren't for personal buffs, so eating them won't do anything.
You can now claim storage from multiple mines at once, rather than claiming from one removing your claim from a different one. (Same for strongholds of course).
The buying issues should've all been resolved, if anyone is still having issues feel free to drop me a message.
There is no message telling you if you were the first one to mine a mineral currently.
The Fissure, due to being such a small area to distribute lodes across, has somewhat of a lower chance for lodes to show up there compared to areas with larger rooms. I imagine we'll talk about that and discuss tweaking things to prioritise "riskier" areas potentially, but currently nothing like that is in place.
@Makarios, any particular chance I could have it returned, and if possible, make it so if eating it isn't going to actually do anything, make it impossible? The idea it's so easily wasted is slightly annoying. If it's not used for personal buffs, I imagine I have to puzzle out how to use it?
Not to sound ungrateful, just a slightly annoying bit! Thanks for answering.
And I love too Be still, my indelible friend That love soon might end You are unbreaking And be known in its aching Though quaking Shown in this shaking Though crazy Lately of my wasteland, baby That's just wasteland, baby
7/17/16:15 1 a chunk of polished black stone and 1034 iron ore was transferred from your mine to your inventory. This was after the local stronghold took a 5% tithe of 54 iron ore.
4125h, 3382m, 17650e, 14275w exdb 48.1- 09:16:45.081ii stone
one thing I do wonder, @Sarapis, is there a cap on how many soldiers you can send to attack a specific sized mine? To avoid 50 squads attacking a small mine for example.
Yes. You can't attack a mine with any more soldiers than individuals that can fit in that mine. So 60, 200, 480 for small/medium/large and 480 for strongholds.
Aurora says, "Tharvis, why are you always breaking things?!" Artemis says, "You are so high maintenance, Tharvis, gosh." Tecton says, "It's still your fault, Tharvis."
Getting rid of prospecting. Probably just go to a mining camp and check what lodes of a particular raw comm type are within its radius.
Going to, as a temporary measure only, limit the # of mines someone can have to two. Eventually it won't matter, because if you open a lot of mines you won't be able to sufficiently guard them, but for now, not enough people can attack a mine so it's too easy to just have lots of mines. Then going to reseed the world with lodes.
I should note though guys that the intention of this system is absolutely NOT to provide mining opportunities for anyone who wants it. That would lead to flooding the world with comms. The system is rate limited intentionally, and not just by how quickly you go through lodes. If you go through all the lodes of something very quickly, there'll be no more lodes of that type generated for awhile, until the system determines it's time to populate again. The idea is to create, over time, a rough average maximum output for each comm, so that we know roughly how much, at max, of a comm is being produced (just like with the village comm system).
Comments
and this is also the type with the fewest possible locations to appear.
Artemis says, "You are so high maintenance, Tharvis, gosh."
Tecton says, "It's still your fault, Tharvis."
It's the first day. Offer some suggestions on how to fix the system instead of repeating what's already been discussed bud!
Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
Artemis says, "You are so high maintenance, Tharvis, gosh."
Tecton says, "It's still your fault, Tharvis."
Miscalculated my upkeep (I was away longer than expected).
Medium mine collapsed taking everything with it.
Artemis says, "You are so high maintenance, Tharvis, gosh."
Tecton says, "It's still your fault, Tharvis."
Message #881 Sent by Achaea
@Sarapis @Tecton is there some sort of notification to tell you if you were the first person to mine a rare mineral?
Artemis says, "You are so high maintenance, Tharvis, gosh."
Tecton says, "It's still your fault, Tharvis."
Artemis says, "You are so high maintenance, Tharvis, gosh."
Tecton says, "It's still your fault, Tharvis."
Artemis says, "You are so high maintenance, Tharvis, gosh."
Tecton says, "It's still your fault, Tharvis."
Sitting down now, ready to learn, and being told that virtually every lode is accounted for... and you can't attack someones mine without having your own...
It seems like a pretty piss poor design mechanic for those of us who have to work for a living and weren't on Achaea with buckets of commodities, ready to blow a ton of cash on this new mechanic right away.
"You have to learn the rules of the game. And then you have to play better than anyone else."
-Albert Einstein
Of course, that doesn't quite address those of us who have already hired miners and soldiers, but have not been able to find a suitable mine.
Unrelated, but worthy of a bump: there is still no way to dismiss or fire squads in your legion. So some of us (or maybe just me) are stuck with either too many soldiers, too many miners, or a bad composition of soldiers. It would be nice if we could LEGION DISMISS SQUAD <squad id> to free up space in our legion to better organize it as is necessary.
Artemis says, "You are so high maintenance, Tharvis, gosh."
Tecton says, "It's still your fault, Tharvis."
Artemis says, "You are so high maintenance, Tharvis, gosh."
Tecton says, "It's still your fault, Tharvis."
I was thinking this would eventually be a good thing for cities to invest in, for more access to (insert comm here), indirectly. If anything, it would provide something cities could fight over.
Also, I was discussing with Skye and thought that it might be interesting to have the mines that don't only produce one commodity. In a real mine, you'll probably get more than just one comm, but in varying ratios. Is that something that would make the system more realistic/interesting?
1) Starting commodities:
When Sarapis first polled us on commodity availability, the general consensus was that there was an acute shortage of iron. I therefore relish the irony (hurhur) that in order to start up a mine, you required quantities of iron. Good call on not pre-empting us on this to avoid stockpiling (not that there was any to stockpile anyway).However, I can't help but feel that use of commodities to start up mines not only bottlenecked the people who could get into the mining scene, but the people who could start up were the ones who were already holding on to ample commodities. (this has already been extensively talked about so I'll leave it be). But I do feel it kinda defeated the entire purpose of opening mining as a 'non-skill'.
The fact that mining also uses up wood commodities is just another added pressure on a commodity that's already being used intensively for housing and on a minor but regular basis for seafaring.
I would have very much preferred a simple gold cost where you could commission one of the mining denizens for 'mining supplies' which would scale depending on how large and how many mines you already have.
The option of using comms maybe to offset startup costs later on, is something that could have been added in a few weeks after the fact. This would have allowed everyone start on a (more) level playing field of gold first.
2) Prospecting:
I'm pretty sure that I've spent more money on prospecting than I have on anything else in this mining venture. Let's face it: prospecting's pretty dumb. You basically go around dropping 100 gold per step only to be told 'nope, nothing here!' / 'there's something here but it's not something you want'. The balance cost also totally rags on you. Can we not hire trained surveyors from Ranoult at a fixed cost (maybe for 10-15 minutes where a surveyor denizen follows you around and tells you 'this place has X')3) Lodes:
This brings me to my next point. The lode system is terribly limiting. Firstly, with lodes you're basically locked down to X commodity + one or two rare minerals that may or may not appear.I get that's more or less the 'realistic' part of mining. You find a vein of X ore and you dig at it until it's exhausted, you generally get the same stuff. But the fact that these lodes will eventually respawn (randomly I presume), already requires a certain suspension of belief. Cant' we take on a percentage system instead?
Combined with the hired surveyors, the denizen can tell you that a particular room has a X chance of having Y ore mined.
For example: Surveyor Ranoult tells you, "This is a small/medium/large/huge/massive seam. Your prospects for this venture are: 50% stone, 20% coal, 10% iron, 10% ice." (note that doesn't make a full 100% so there's a 10% chance that a miner may come up with nothing at all)
So in the time you mine out that particular seam, there's a 50% chance of each miner producing stone, 20% coal etc etc, resulting in a mixed intake of commodities rather than a monopoly over X lode for as long as it exists. What people will be fighting over are the more desirable bearing lodes, but it doesn't shut players out completely by limiting the comms.
As it stands now, there's virtually no iron being sold anywhere, and the people mining it will be hoarding it like no tomorrow or selling it at premiums.
4) Misc:
So, like I said I started my mine, like... 10-12 hours ago. It's a small mine because it was all I could afford at the time with the lack of iron. I've only produced like 240 raw stone for my investment. That... really blows. I get that you guys wanted this to be a gold sink. but so far we don't seem to be getting much in return for it.A lot of us aren't dabbling in the mining business on an entrepreneurial level, but one of self-sustenance. I mine for stone for my own use, if I had an iron mine it would also largely be for my own use as well. Even without looking to turn a profit, the costs so far feels hefty. Considering we pay ship crews in bits (not even a whole sovereign!), 5 gold per miner is pretty crazy.
A couple of things (I'll leave the overarching concerns for when Sarapis comes back):
@Melodie: the purple ones aren't for personal buffs, so eating them won't do anything.
You can now claim storage from multiple mines at once, rather than claiming from one removing your claim from a different one. (Same for strongholds of course).
The buying issues should've all been resolved, if anyone is still having issues feel free to drop me a message.
There is no message telling you if you were the first one to mine a mineral currently.
The Fissure, due to being such a small area to distribute lodes across, has somewhat of a lower chance for lodes to show up there compared to areas with larger rooms. I imagine we'll talk about that and discuss tweaking things to prioritise "riskier" areas potentially, but currently nothing like that is in place.
Not to sound ungrateful, just a slightly annoying bit! Thanks for answering.
That love soon might end You are unbreaking
And be known in its aching Though quaking
Shown in this shaking Though crazy
Lately of my wasteland, baby That's just wasteland, baby
You eat a chunk of polished black stone and your mind expands.[/spoiler]
edit: dang... Why can I never get that to work?
^ How can his army be level 2 if my mine's squads were still level 1? Is experience growth random?
edit: nevermind, forgot about the level up mineral
squee
Artemis says, "You are so high maintenance, Tharvis, gosh."
Tecton says, "It's still your fault, Tharvis."
I should note though guys that the intention of this system is absolutely NOT to provide mining opportunities for anyone who wants it. That would lead to flooding the world with comms. The system is rate limited intentionally, and not just by how quickly you go through lodes. If you go through all the lodes of something very quickly, there'll be no more lodes of that type generated for awhile, until the system determines it's time to populate again. The idea is to create, over time, a rough average maximum output for each comm, so that we know roughly how much, at max, of a comm is being produced (just like with the village comm system).