Gold Mining Simulator

Gold Mining Simulator

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No Hate No troll. Trying to understand.
Maybe it is my fault and I made a mistake when I buy the game or maybe not. Let me explain.

Yeah, got Tier 3, with the front load and the dump truck. Got workers. Loans. And so..

Now I'm digging, digging, digging and more diggin. Then I go to the mats, then the wave table.. an so on.

And then? I mean.. purpose? It will be the same in River Town, etc etc..

I was very enthusiast when the game gives me the gold nugget. We will not have any more surprises?

Some kind of goal in the game? Maybe some IA to win against? Missions?

Maybe I'm expecting things that will no happen never. I don't know. Maybe I'm wrong. The thing that I foresee is that I will be bored soon about the game.

Really I'm not trying to troll or anything. Just my opinion, and want to see the others opinions.

R.I.P my English.
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There are no story line, no co-op, no multiplayer, no AI, no goals except of digging for gold. It might be more interesting when they implement repairs, seasons and oil pressure system. But it will be still the same - digging for gold.
Naposledy upravil z3n; 31. pro. 2017 v 7.37
The purpose of the game seems to be the same purpose of any other game: To kill time. See how high you can get your gold totals. Try to build a "house of cards" out of gold bricks. Etc etc etc

It would be nice to see a leaderboard of sorts. I have seen that in other games, where the game reports the data of each player to a database back at the devs. It may actually help them in bug tracking with amounts of gold taken for rent, loans, payroll, etc.
Leaderboards will be in the game and those that like to dig and collect gold will have the chance to compete against other miners.

It's a mining simulation at the end of the day so a story mode would not really fit, maybe a few missions or contracts for sure.
codehorizon_HeadMod původně napsal:
maybe a few missions or contracts for sure.

That's good news!!!
OP, I totally feel your question. For this type of game (sandbox) to hold your interest for long there needs to always be more to strive for. Once you've gotten all the equipment you can, just making the virtual gold & money counters go up is pretty shallow sustenance.

A few other 'sandbox' games I'm familiar with for comparison:

In the Farming Simulator games you typically have more in the way of fields, equipment, animals etc. to buy and a few more things to tend to in general. You have to sow the crops and tend to them, not only harvest them. You have AI workers that actually do (some) jobs. You have a wealth of user-made maps to download and play on, and mods galore if you like. It's the same thing in the end, the goal is just to grow your operation and make more money, but you have more to do, more variety in how you go about growing your wealth, and a lot more replay value in general, imho.

In Kerbal Space Program you have the challenge of figuring out how to accomplish things. You have a huge degree of flexibility in terms of how you build your vessels and that in turn plays a huge role in whether they are up to the job you assemble them for - it's not just about your piloting skills. And the list of new places to go to and things to accomplish there stretches far into the future of your time with this game. The funding and science points you earn along the way serve to sustain the forward progress of your program, your goal is not about wealth for the sake of wealth. And the detailed physics modelling (and what you learn about astrophysics as well) just makes it feel real.

Then there is the Car Mechanic Simulator series. This falls a little closer to Gold Rush. The grind in this game really is just a contrived way of extending gameplay, and on the surface the ultimate goal just seems to be to make a money counter go up. On the positive side, there is also the car collector / trader aspect to it and a few other secondary features that do make it somewhat more imersive than Gold Rush, and fixing and restoring cars has a cathartic effect beyond what merely digging dirt and filtering gold out of it gives (especially for those of us who suck at fixing cars in real life). But still I find CMS to be a missed opportunity to make a really great game. Despite the included features, for me it just doesn't seem to come together in a way that motivates you long term to fix, sell and buy cars, because the business side to the game is virtually non-existent. CMS is like a great toy that desperately begs to have a good game built around it, but the devs lacked the inspiration to do so.

Why do I think FS and KSP are succesful sandbox games vs CMS (marginal) and GR (currently a fail)? I think it's because the former two were created from genuine inspiration, whereas the genesis of CMS and GR basically lay in cashing in on the popularity of the wealth of TV shows in recent years on the themes of automobile restoration and gold mining. It's like they started creating the games before really having any clue of why/how these games would be fun to play - like just knowing they would sell based on their themes was sufficient. GR is on the shelf for me atm - maybe I'll check back well into the future to see where it's gotten to. At the moment every new update seems to suggest they really don't have a vision of where they are going with it and are just taking their cues from the complaints of gamers. I want to be addicted to it, it's just not there at this time.
Naposledy upravil dogwalker1; 31. pro. 2017 v 10.09
Please look at my "Panning for Gold" thread.......
Naposledy upravil Trentscousin; 31. pro. 2017 v 11.39
valefor_sdad původně napsal:
Please look at my "Panning for Gold" thread.......

Please do not hijack other peoples threads.
25hz původně napsal:
dogwalker1 původně napsal:
OP, I totally feel your question. For this type of game (sandbox) to hold your interest for long there needs to always be more to strive for. Once you've gotten all the equipment you can, just making the virtual gold & money counters go up is pretty shallow sustenance.

A few other 'sandbox' games I'm familiar with for comparison:

In the Farming Simulator games you typically have more in the way of fields, equipment, animals etc. to buy and a few more things to tend to in general. You have to sow the crops and tend to them, not only harvest them. You have AI workers that actually do (some) jobs. You have a wealth of user-made maps to download and play on, and mods galore if you like. It's the same thing in the end, the goal is just to grow your operation and make more money, but you have more to do, more variety in how you go about growing your wealth, and a lot more replay value in general, imho.

In Kerbal Space Program you have the challenge of figuring out how to accomplish things. You have a huge degree of flexibility in terms of how you build your vessels and that in turn plays a huge role in whether they are up to the job you assemble them for - it's not just about your piloting skills. And the list of new places to go to and things to accomplish there stretches far into the future of your time with this game. The funding and science points you earn along the way serve to sustain the forward progress of your program, your goal is not about wealth for the sake of wealth. And the detailed physics modelling (and what you learn about astrophysics as well) just makes it feel real.

Then there is the Car Mechanic Simulator series. This falls a little closer to Gold Rush. The grind in this game really is just a contrived way of extending gameplay, and on the surface the ultimate goal just seems to be to make a money counter go up. On the positive side, there is also the car collector / trader aspect to it and a few other secondary features that do make it somewhat more imersive than Gold Rush, and fixing and restoring cars has a cathartic effect beyond what merely digging dirt and filtering gold out of it gives (especially for those of us who suck at fixing cars in real life). But still I find CMS to be a missed opportunity to make a really great game. Despite the included features, for me it just doesn't seem to come together in a way that motivates you long term to fix, sell and buy cars, because the business side to the game is virtually non-existent. CMS is like a great toy that desperately begs to have a good game built around it, but the devs lacked the inspiration to do so.

Why do I think FS and KSP are succesful sandbox games vs CMS (marginal) and GR (currently a fail)? I think it's because the former two were created from genuine inspiration, whereas the genesis of CMS and GR basically lay in cashing in on the popularity of the wealth of TV shows in recent years on the themes of automobile restoration and gold mining. It's like they started creating the games before really having any clue of why/how these games would be fun to play - like just knowing they would sell based on their themes was sufficient. GR is on the shelf for me atm - maybe I'll check back well into the future to see where it's gotten to. At the moment every new update seems to suggest they really don't have a vision of where they are going with it and are just taking their cues from the complaints of gamers. I want to be addicted to it, it's just not there at this time.


You've got a wordy response, but you have no understanding of what a "sandbox" actually is, let alone it's representation in a computer game. I spent much of my childhood playing in a real sandbox, I doubt you have even seen one let alone sat in one.

Gold Rush isn't a "sandbox". In a "sandbox", both real and virtual, the only limit is your imagination. There is no direction, no structure and you direct yourself and build everything you want to see, have or use, real or imagined. Minecraft, within the mechanics of the coded game, is a sandbox. Space engineers is too. So are Space Engineers, Terratech, Planet Nomads and Starmade, to name a few. Nothing substantial exists, aside from possibly modules and parts, exists

Gold Rush is far more structured than any sandbox will ever be. If anything, GR isn't even
"open world". "Open world" means you can go anywhere you like and and start anywhere you wish. Open world is not sandbox. ALL sandbox games are automatically open world, but open worlds aren't always sandboxes. In GR, there are only certain places you can go, and only certain things you can do in them. Once you get into a lease, you can start mining anywhere, but ONLY if it's in a paydirt patch. You can only set up ONE hog pan, ONE shaker, ONE trammel. At best, it's just a simulation. Farm Sim 15/17 are simulations. They are open enough that you can farm in any DESIGNATED patch, and you can plant anything you like in them, so it's only open world in the sense that you can choose where to plant, but only if you can afford it. You don't build your own machines in simulators or open worlds, only sandboxes. You don't have 100% access to any area of the game in GR and FS.

Kerbal Space Program is far more of a sandbox than any sim you mentioned, even though it is also a sim, because of the way it models physics. It may or may not be open world, depending on how you look at it, because you have to get off the planet first. Again, KSP is a completely different animal than a pretty unsophisticated and grind intensive sim like Gold Rush.

In the end, GR is nothing but a time waster, pure and simple, and with so many bugs and logical incongruities, it will never be anything more. Months ago in their live stream, the devs were already talking about GR 2. The same bugs keep coming up in Gold Rush, even though the devs claim they "fixed" them, every time the push out a patch. They are looking for more player money on "updates" and DLC even though the ♥♥♥♥ they've pushed out is still rife with bugs. I don't know if it's just because they are from eastern Europe where legalities and morals are often sketchy at best, or if they just spotted a money cow and are milking it until it dries up.

I started a fresh game to go into Season 2 and leave the "old bugs behind", as they claimed in their in-game info window, but the same bugs still exist (buggy buckets, exploding trucks, broken worker/cash mechanics, broken heavy equipment, broken mag trailers, terrible interfaces, etc etc etc) and even NEW ones. If a player can convince Steam to give them a refund, do it. I am way past the game time where I would be able to get a refund, so I am stuck with their game. The devs are pretty arrogant, it would seem, and just have a PR guy to post in here to sometimes quell the herd and reduce the chances of an outright riot.



I said all this here at the beginning of the game, and I was almost banned, they called me for a private conversation and asked me not to tell lies in the forum now I see that it's not just me who lies here ...
25hz původně napsal:
Careful, the guy with "headmod" in his tag, who works for and speaks on behalf of, the dev team, will lock any thread where the PAYING CUSTOMERS say anything negative about a poorly developed and supported piece of software, especially when the person who is speaking "their opinion" on behalf of the mods thinks that fixing BUGS should not be a priority over developing more cash streams. Apparently, he fails to understand that reducing the number of bugs in the game IS the way to increase the cash stream by REDUCING negative comments due to a buggy product. A simple concept, in my opinion.

Lol again, glazing over things i type just to again have a rant.
25hz původně napsal:
I spent much of my childhood playing in a real sandbox, I doubt you have even seen one let alone sat in one.

A rash assumption, and as it turns out, a completely false one... I also had a sandbox as a child, a couple of decades before the birth of the PC. Your horse is a bit tall for you I think.

Your point about Gold Rush is taken though - it is not a true sandbox in that sense, but only because of its limitations, not because it shouldn't ideally be one. My definition of 'sandbox' in the computer game sense is a looser one than yours - basically a game with no end or specific goals. Although really here once you've emptied all the claims I suppose that is an end (albeit an anti-climactic one).

I think we're kind of on the same page regarding Gold Rush but your own wordy response suggests you missed that. Peace, fellow old guy.
Naposledy upravil dogwalker1; 31. pro. 2017 v 14.45
codehorizon_HeadMod původně napsal:
valefor_sdad původně napsal:
Please look at my "Panning for Gold" thread.......

Please do not hijack other peoples threads.


I was not, I was pointing out that minus actually "seeing" the gold nuggets, the game rapidly devolves into a number crunching, gasoline refilling/maintenance simulator.

I want to see actual GOLD, not just numbers to the right of the screen, hence my agreeing with the OP by way of mentioning the thing which separates this game from others is the potential to see actual GOLD.

Once you move off the panning, the game might as well be "dirt moving" $/CU tons.

I have gotten my monies worth in entertainment already, so no harm no foul, if you chose to make Gold the secondary thing.
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I RP as a young man who pans enough Gold for Whiskey and Women at the town Brothel, you would be surprised what $1,000.00 will get you in 1897.
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My only hope is for mods which change up the Nuggets, as you are not interested in that aspect of the game.
Naposledy upravil Trentscousin; 1. led. 2018 v 17.03
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Datum zveřejnění: 31. pro. 2017 v 7.33
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