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I pointed out that this is different from what i'm asking. You're missing the point.
You don't feel like you're turning the ore into something, but that it is just a basic currency. Like credits. It's credits with a different names, and that's not what i want. Practically every upgrades right now uses half of the different types of ores. They are neither special, nor rare.
It's about design, presentation, themes, fun, feel, and other things.
Anyway, i only gave an example, my topic covered more than one point, and those rare ores could be used in different ways aswell, not just as a regular weapon upgrades. It can be more than just a basic currency, because that's what it is, ore/minerals are by no mean rare in the game, and the mining loses a lot in relevancy in the end game.
Mining is still very relevant in the end game as you need the crafting materials to create overclocks and cosmetics.
It sounds like you want some form of infinite progression system that you just keep getting stat bonuses from. Such a system is not good for this game as it would just introduce power creep, which makes balancing extremely hard.
I used to be quite obsessed in vanilla Minecraft, and I think finding diamond is nothing exciting once you're used to it. It's just an increased number in the chest. Not sure how the updates changed it, but I exploited the villagers so much the diamonds I mined are rarely spent.
That goes with pretty much anything in Minecraft. There was once I got bored and went elytra hunting for one whole month, having 30 shulker boxes filled at the end. The host and I talked about the massive increase in map size after that. Good old days.
Back to the topic. It's always the first few times that make all the differences, and after that it's all for the fun in thr process... Or show-off, who knows. It's kinda the same in DRG, where you spend the minerals in the cosmetics shop after getting all the weapon mods.
Like maybe when you buy an upgrade that includes minerals in the cost, we can see the upgrade actually being built using those minerals (a skippable cutscene of course, wouldn't want to watch 5 seconds of it happening every time I bought an upgrade).
I think some lore pages on the various minerals should be added as well. That would help, I think. Tell us what Croppa actually is and what it's used for in manufacturing. Same with the other materials. Not only could it thematically play into upgrade costs (like for example, maybe Magnite is used for reinforcing iron/steel, and upgrades that have to do with bullets/gun add-ons or armor reinforcement would include more Magnite than others), but it would add a nice splash of world building as well.
Side-note, but continuing on from what I just said, I'd also like lore about other minerals too, like Hollomite, Aquarqs, Dystrum, etc. I think somewhere the devs said Nitra is used in ammo manufacturing, hence why we need it for ammo. That's a cool detail! I wish we had more details like that. Morkite is also used in beer, I remember that one too.
There is no better or worse, its just how the game is designed.
As long it doesnt have a huge flaw it all boils down to your personal preferences.
For example if DRG will ever get purple epic weapon drops out of a loot bug I will throw my computer out of the window and jump of a bridge.
I think the real problem is that there's not enough ways to spend minerals in relation to how fast a player can collect them. Imagine mining up thousands of diamonds in Minecraft in 2-3 hours of play, but the recipes that need them only a couple hundred each, and are one-time recipes don't need to ever be redone.
Ultimately, GSG has dug their own hole with it; they can't rebalance mineral/credit acquisition because players hate anything that impedes them whatsoever (see "Don't nerf, only buff!" mentality) even when they already have more resources hoarded than they'll ever be able to spend. The only thing GSG can do is add more resource sinks to give meaningfulness to minerals other than being a personal scoreboard.
Not at all. If anything i'd rather have sidegrades. The only infinite progression i'd care about in this game is some scaling difficulty or endless survival mission types.
Or at least, some rare enough ore that can be used to get something interesting, but one you'd always have a use for. Closest thing to that would be if we had unlockable beers that actually had effects rather than cosmetic effects with the current collectible plant system. It's that kind of thing. You actually turn the plants into a drink, it's thematically consistent. But unfortunately it becomes nothing more than just a gimmick because of the effectless beers, even if i understand the design choice.
Ores are nothing more than a basic, uncommon currency. When i get croppa, i don't get a croppa themed armor, or croppa colored armor. I get credits with a different label, icon and counter.
I'd like to see something rare that feels meaningful, without ruining the balance. Hence why i suggested rare minerals that could be turned into a dye of their matching color. You're mining it -it fits the theme of the game- and you get a purple dye for a purple ore. It's a material you actually visibly processed into something else. Though once again that was just a mere exemple.
As i've said, it can be also gameplay impacting (and preferably would be), however i don't want overclocks 2.0, but rather alternative options for what we have. Like alternative tools. Or special sidegrades.
Sure i'll give you that, diamonds get old after a while, and it's not a flawless comparison, but when you first find them, that's the feeling i want to capture, in a way that fits into DRG. At the start, getting an enor pearl might make you go "oh cool, a rare thing, i wonder what i can do with it", but turns out it's not that rare or special of a currency.
Yes and no. I want that lore/interactive aspect like with the forge or beers, and getting information on what the ores actually are, but i also want them to have a significance in the gameplay that ties into the lore aswell. If you said that magnite was a hot material, and that it was used to make fire based upgrades, that would be a lot more interesting, albeit not 100% my point here.
I didn't mention this explicitly, but it's also about having more visual variety rather than mining just nitra and morkite. Even if it just makes the world a bit more colorful and that's it, like dystrum. I'm not saying the game shouldn't be dark or should be rainbows and unicorns, but wouldn't it be interesting to have mining expeditions with different ores as the primary objective, where the ores would have unique properties and different ways in which it is generated which would make the player approach how the ore is collected differently? Some ore that could be hot, electric or cold, and could require caution in how it is mined. Although it strays a bit from my original point, it's not totally unrelated to what i was talking about.
Do note that things like umanite, bismor and magnite are minerals, and i'm more interested in seeing more ores, rather than more minerals. There's a difference.
Design isn't art though. It can be better or worse. Well, art can be too, but that's a different debate altogether. I think most would agree that having 10 different currency in a game would add redundancy, complexity without depth, and not benefit the game all that much as it would make things unnecessarily convoluted.
I'm actually fairly confident that the fact we just don't get gold to mine as our currency, is because the game is about mining, and the devs wanted to add more variety in the mining. Help make each area feel unique. What other reason could there be to have all those ores besides making the mining gameplay more interesting? Does it make buying an upgrade more interesting? I'm pretty sure it does not. Do we need to have enor, magnite, croppa, jadiz, bismor, umanite and gold, instead of just credits to add +3 damage on a weapon? Correct me if i'm wrong, i might be. But if that's why, then i'm basically asking for the same thing. I'd like to see the devs expand on their own decision of adding multiple currencies and improve that system.
Overall i agree with you. And if the game doesn't get some kind of credit/mineral dump, it'll quickly get to the point where this entire ressource collecting aspect of the game, in a game that is about mining, be completely irrelevant to any long time player.
It's also a bit problematic to balance (especially with the difficulties) since players will either get minerals too fast and quickly have no use for them, or just be locked out of most of the game's progression, because those dynamically earned currencies are tied to EVERY single purchase in the game. That is also part of the issue i have. It removes the charm of those minerals if they are used for literally everything. Hence why i want something rare with a specific use, and why i call the minerals "just another currency".
Resources don't need armor that's themed as that resource, especially when they are used in a lot of different things, we don't even know specifically what the resources specific uses are, they may not even be viable to be used specifically as armor as they likely have other more useful applications.
We already have something like the dye system you are proposing, we have paint jobs, some of which you unlock via getting a cosmetic matrix cores, in other words a blueprint, then you use the crafting resources and credits to make them.
How are they not currencies? They are absolutely not crafting ressources. A crafting ressource is iron ingots to make an iron armor. It's a specialized ressource that translates into a finished product which uses its parts to make a whole. A currency is paying X of a given object or good to get Y. It's a general use object you can trade for something else. It's using 10 gems to get a nice dwarf house or a nice pickaxe, or even a service... like an improvement to your guns.
That is exactly how the minerals in this game work. As currencies, not crafting ressources.
Also, it's not about whether what we already have is good enough, it's about whether we can make it better or not.
https://i.imgur.com/GB4ph2d.png
Doesn't matter exactly how they function, they are called crafting materials, therefor they are crafting materials, not currencies. You make stuff with them, it doesn't specify specifically what each materials uses are in the specific upgrade/item, but they are still used to create that item.
In-game jargon =/= General definitions. I don't care what they are called in game, that's completely irrelevant. I'm not discussing semantics. What matters is how they function, i just used those terms to try to get the point across.
We don't know why specific items require specific things, but have you ever thought certain components of upgrades need specific resource to make, and that why it costs that resource to craft? We may not see the components of the upgrades that need specific resources, but they still do.
They may add lore to the resources that will explain why specific crafting materials are used for specific upgrades.