Rise to Ruins

Rise to Ruins

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Vane Aug 20, 2017 @ 8:12am
What about renewing resourses?
Good day to you, Ray, I hope the development goes smoothly.
I remember reading somewhere on the forums a long time ago it was in plans to make stone a not finite resourse. Something along the lines of mines or quarries. Is this still in plans, or has something shifted?
Originally posted by Rayvolution:
Originally posted by Vane:
Good day to you, Ray, I hope the development goes smoothly.
I remember reading somewhere on the forums a long time ago it was in plans to make stone a not finite resourse. Something along the lines of mines or quarries. Is this still in plans, or has something shifted?

Actually mines/quarries have been a long requested feature to solve the finite resource problem that I've regularly said "no" to, as I feel that don't fit into the game as a whole, regardless that "<Game> has done it before".

That's how other games have solved the problem, but I disagree it's the correct solution, they just never came up with one better. It makes no sense to implement a static building/structure type thing to a game with the kind of map RTR has, it just feels awkward and out of place in my opinion.

But, Earthquake is your solution to regenerate rock. Just case an earthquake over a harvested area, and it'll all start sprouting from the ground. :)

You can also cast Meteor as well, but it's not quite as effective.
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Showing 1-15 of 26 comments
It's already been done, now you can use earthquake to sprout some stone where it hits. :-]
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Rayvolution  [developer] Aug 20, 2017 @ 4:20pm 
Originally posted by Vane:
Good day to you, Ray, I hope the development goes smoothly.
I remember reading somewhere on the forums a long time ago it was in plans to make stone a not finite resourse. Something along the lines of mines or quarries. Is this still in plans, or has something shifted?

Actually mines/quarries have been a long requested feature to solve the finite resource problem that I've regularly said "no" to, as I feel that don't fit into the game as a whole, regardless that "<Game> has done it before".

That's how other games have solved the problem, but I disagree it's the correct solution, they just never came up with one better. It makes no sense to implement a static building/structure type thing to a game with the kind of map RTR has, it just feels awkward and out of place in my opinion.

But, Earthquake is your solution to regenerate rock. Just case an earthquake over a harvested area, and it'll all start sprouting from the ground. :)

You can also cast Meteor as well, but it's not quite as effective.
deepcut Aug 20, 2017 @ 7:09pm 
I haven't played long enough to test it but, it already seems mana is easy enough to get that, if I eventually ran out of stone I could easily afford to use earthquake to gain more.

I'm reminded of Total Annihilation, which gave you the "Metal Maker", a static building that converted energy to metal over time.
Instead of having this kind of building in RtR, it has the earthquake spell which provides mana to stone conversion in a more thematic way, with some added risk/reward and other utility.
bitslammer Aug 21, 2017 @ 1:36pm 
Originally posted by Rayvolution:
Originally posted by Vane:
Good day to you, Ray, I hope the development goes smoothly.
I remember reading somewhere on the forums a long time ago it was in plans to make stone a not finite resourse. Something along the lines of mines or quarries. Is this still in plans, or has something shifted?

Actually mines/quarries have been a long requested feature to solve the finite resource problem that I've regularly said "no" to, as I feel that don't fit into the game as a whole, regardless that "<Game> has done it before".

That's how other games have solved the problem, but I disagree it's the correct solution, they just never came up with one better. It makes no sense to implement a static building/structure type thing to a game with the kind of map RTR has, it just feels awkward and out of place in my opinion.

But, Earthquake is your solution to regenerate rock. Just case an earthquake over a harvested area, and it'll all start sprouting from the ground. :)

You can also cast Meteor as well, but it's not quite as effective.

Do those methods produce a viable amount of rock? My concern is that many of my defensive structures use rock as ammo so I'm unclear how I'd survive late game if rock is depleted. I wouldn't be able to defend anymore.
Bussy Aug 21, 2017 @ 5:02pm 
Meh earthquake for stones seems odd. It takes a lot of mana, spawns a very small amount of rocks, and damages people and buildings in a far reaching radius. Could there be a non-damaging spell that "lifts" stone from the ground? Even if it costs more, and spawns less.

This "god" we play as is quite limited but it will be a long time before you would run out of stone. It only really effects the long play users who stay on one map.

The alternative is starting another map and mine it heavily, slowly transfering stone by limbo(sounds really boring and tedious)
I don't agree with a method to spawn resources indefinitely.

The game is already pretty much won if you can go after day X, so the added challenge/risk of having to plan for the long run is a nice game mechanics. Not all resources are infinite, that's true for our world too... take uranium for example, everyone wants to build nuclear reactors but if every country in the world starts doing that the global reserves would be depleted in a decade.

I know this is a game, but moreso: why would you play it if, just after a few days, there is no challenge left? :-]
Alucinante Aug 22, 2017 @ 2:21pm 
There's a middleground somewhere. Yes, IRL resources are finite, but they also take long to deplete. Mines can go decades or even over a hundred years of MASS exploitation before being depleted. What we have here is a handfull of peasants strip mining an entire mountain in one year or so, with pickaxes.

The earthquake spell is a way to solve it, and i'm glad there's a way to do this now. But I respectfully disagree with you Ray, I dont think the done and true "build a mine" solution is wrong or don't fit with the game. Its used because it relates to reality and because its a simple, elegant solution to manage resources in a game. Its not the only sollution, but its not wrong.

A simple deep mine that allows villagers to slowly mine underground a region of varied resources is a tested and true way. You can even have a spell to detect what kind of minerals you may find in a specific patch of dirt before settling a mine there, it can even go out of resources (except stone).

Of course, this is a moot point if the dev has settled for a decision (despite what could or could not be better), in this case... yeah, earthquake is fine.
Alucinante Aug 22, 2017 @ 2:26pm 
"The game is already pretty much won if you can go after day X, so the added challenge/risk of having to plan for the long run is a nice game mechanics"

That's a problem with the game lacking late game things to do, it doesnt have to do with having or not having a mine building. Specially since we have the earthquake spell now.
Sentinel Aug 22, 2017 @ 6:14pm 
if earthquake is going to be the solution to limited rock then i would like to see the possiblity of setting up areas similar to harvested rock areas. ive been using the earthquake spell and did notice it spawn rock pillars more so i areas that had been mined, however when im expanding i clear out lots of those areas. maybe make a feature with the waymakers?
Originally posted by Anarak:
"The game is already pretty much won if you can go after day X, so the added challenge/risk of having to plan for the long run is a nice game mechanics"

That's a problem with the game lacking late game things to do, it doesnt have to do with having or not having a mine building. Specially since we have the earthquake spell now.
Of course the game is lacking late game content, it's still in development, nobody denies that.

What I mean is that if you plan your village "tower defense grid" heavily based on rock ammunition then you're going to have trouble when rock is depleted. And this is a general statement which *could* eventually still be valid in the future. If rock becomes like wood (easily renewable) I'd remove it outright from the game... it would just be a rename of the wood resource...

I've seen so many players exploit the Spray tower (which IMHO is still a bit OP) which is used as early as possible to completely skip Bow Towers and Bullet Towers (sometimes I do that myself!), so *at this stage* of the game rock depletion is a counter-exploit mechanics which provides a long term planning challenge to those kind of players.

But I'm sure in the future everything will be re-balanced out again and we'll probably be focused on something else missing. ;-]
Last edited by ...👑 JOST AMMAN 👑...; Aug 22, 2017 @ 11:59pm
Bussy Aug 23, 2017 @ 1:57pm 
Iron mine, make it take 5 slots and horribly inefficent or worse idc its better then spamming earthquake
Originally posted by NoToS:
Iron mine, make it take 5 slots and horribly inefficent or worse idc its better then spamming earthquake
So you can just spam 10 of them and you're set?
No, thanks, that's just taking a "bad" solution and making it less OP.
AetherLiger Aug 24, 2017 @ 2:43am 
The most concerning thing is "Earthquake eats a lot of resources" and my PC can't handle very well the earthquakes so spamming that spell is big NO for me.
Originally posted by Alterdrak:
The most concerning thing is "Earthquake eats a lot of resources" and my PC can't handle very well the earthquakes so spamming that spell is big NO for me.
I think Ray is looking into it...
Oragepoilu Aug 24, 2017 @ 9:27am 
If the ability to spawn the same building is aproblem for you jost, there is already a building with a limited number so the code is theoricaly here to avoid this problem.
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Date Posted: Aug 20, 2017 @ 8:12am
Posts: 26