Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Mining sucks. Can it be overhauled?
thevadar
Member, Alpha Two
in Artisanship
Just a question to the design team:
Why the mundane WoW classic mining loop? Find rock... Hit rock... Repeat... Hope that guy over there doesn't steal your node...
You've put so much work into beautiful immersive systems like the tree chopping physics, and it's contrasted by this immersion breaking parallel chore.
I can accept this for something like herbalism, even if it's boring, that's how it is in real life too.
Has the design team considered making large veins of the common elements in shallow caves around the cliffs? Then everyone can use this mine. Maybe the veins have a larger amount of ore in it, and then limit the amount a player can carry to gate the total amount of elements into the world. Maybe players construct small mine themselves at the cliff with some wood. Maybe it another interesting point for the PVP system?
Don't want to come off as hating, really impressed by the alpha so far. But even in New World, which IMO absolutely nailed mining node system through animations and sound design, it was un-immersive and boring. Bulbs of metal don't just pop out of the ground, or even a cliffside. Would love to see some imagination here.
Why the mundane WoW classic mining loop? Find rock... Hit rock... Repeat... Hope that guy over there doesn't steal your node...
You've put so much work into beautiful immersive systems like the tree chopping physics, and it's contrasted by this immersion breaking parallel chore.
I can accept this for something like herbalism, even if it's boring, that's how it is in real life too.
Has the design team considered making large veins of the common elements in shallow caves around the cliffs? Then everyone can use this mine. Maybe the veins have a larger amount of ore in it, and then limit the amount a player can carry to gate the total amount of elements into the world. Maybe players construct small mine themselves at the cliff with some wood. Maybe it another interesting point for the PVP system?
Don't want to come off as hating, really impressed by the alpha so far. But even in New World, which IMO absolutely nailed mining node system through animations and sound design, it was un-immersive and boring. Bulbs of metal don't just pop out of the ground, or even a cliffside. Would love to see some imagination here.
0
Comments
Larger veins of ore have been discussed. We just haven't seen them yet.
You cannot see the ore, though it's also a top-down game, you have to locate it. Then there will be a reasonably sized vein to mine, not just 3-5 units of ore. You may have to move from tile to tile to get the whole vein, but even a single spot typically has more than 1 harvest.
IIRC there is even a skill for prospecting, though nobody uses it because the veins are always in roughly the same spots, so once you find them it's just a matter of getting there after they respawn and before someone else mines it all. Even in this situation, mining is more immersive and fun, especially since it pretty much necessitates you bring a pack animal to carry the ore.