Low Magic Age

Low Magic Age

Resource gathering is boring as hell
Is there anyone who felt like me? This is the biggest complaint I've felt after 9 hours of playing.
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1627/27 megjegyzés mutatása
I fully agree with OP : tactical combats and team levelling are more interesting than ressource gathering clickfests.
Hello,

I payed the game first when it was Arena only, early 2017.

Not sure if it was changed since october 2020, but now in january 2021, i find gathering boring and unnecessary. I (almost) prefer the Arena over the Adventure, but maybe with next steps of developement, it will make more sense.

Yeah mining and woodcutting feels alittle disconected from the normal gamplay, it would be nice if in the random-dungeon/room generation, every now and then you find a old cave/mine.
It's okay for games to feel time-consuming, especially ones such as this that try to bring back the old school feeling.
Weilan eredeti hozzászólása:
It's okay for games to feel time-consuming, especially ones such as this that try to bring back the old school feeling.


what? one thing is for the time consuming task being needed to be time consuming, and being fun, here it is not, it becomes numbing, monotnous, and i am not sure what you refer as to being old-school, from my memory of the past, people remember old school rpg's from having good/bonkers narrative and griding for levels, wich was also monotnous, here it is better done, because you don't have to halt your mission to level up, you level up doing side things, other missions, and your equipment if anything plays as much as a revelant part than your level, specificly magic equipment.

what exactly do you refer to as old school?

do you mean final fantasy like games? running around for hours on the same spot to grind levels? just to progress the story? yeah, sounds amazing, there was even this guy that reached max level in FF7 doing nothing but laps in one of the first rooms, took him about 2 years to do it, wich makes me wonder, if people like monotness? he more did it as a middle finger to someone else though, and the whole story made me scratch my head, on just, why???

and if you are talking about DnD, wich this game is inspired by, if you were to spend days mining for ore, in DnD, it would be over in a few dice rolls, unless some sort of event were to happen, you wound't be asked to roll for every single rock, and move your mini to every single of them, if there were to be 30 of them, your DM would just ask a general roll, maybe one for perception to spot the ore, and another for mining it, using strengh, and if you ♥♥♥♥♥♥ it, your pick broke, unless he would like to waste 30 minutes of his one week encounter with a group that needs everyone to be available single mining every rock in the cave, not worth it.

better yet, the PC's would most likely hire miners if they needed this type of stuff done on a regular basis, DnD is about the adventure, great peril, epic battles, ♥♥♥♥ ups, the story you make, great loot and other fun and epic deeds, i remember having to cut trees in my DnD games, but it was done in seconds, not in 10 minutes, because the point isn't cutting trees, its just to start a fire so you don't freeze, and the fun in the task is in either destroying the tree with a crit, or hitting your friend with the axe on a fail.

i am not entirely sure why the devs chose to do resource gathering this way, if they ever played DnD, wich i think they have, they would notice, that doing this kind of tasks for way to long, is boring compared to the rest of the adventure, thats why they are solved quickly.

so strange.
They need to move the resource nodes inside the dungeons. Add another icon that isn't trap or treasure. You click on it and if your skill is high enough you get some goodies. I'd rather just melt down all the normal items for resources. Bows and weapon handles for wood, metal blades for steel, mithril, etc. Magical jewelry for gems, etc. As of now, the resource nodes are just dull. I'd rather dive dungeons and then just buy the resources from the blacksmith.
crpgnut eredeti hozzászólása:
They need to move the resource nodes inside the dungeons. Add another icon that isn't trap or treasure. You click on it and if your skill is high enough you get some goodies. I'd rather just melt down all the normal items for resources. Bows and weapon handles for wood, metal blades for steel, mithril, etc. Magical jewelry for gems, etc. As of now, the resource nodes are just dull. I'd rather dive dungeons and then just buy the resources from the blacksmith.


Yep and yup.
I would like to see some bias in the material on the resource site. As an incentive to travel to each location. (Too convenient that adamantium and mithril come from the same place)

And the shallow layers have less resources (and are probably dug up), opening the way to the descending stairs.
The lower you go, the more resources there are and the more sediment there is. I want the significance of going deeper to grow.

The yield per extraction should increase.
Sekky eredeti hozzászólása:
I would like to see some bias in the material on the resource site. As an incentive to travel to each location. (Too convenient that adamantium and mithril come from the same place)

And the shallow layers have less resources (and are probably dug up), opening the way to the descending stairs.
The lower you go, the more resources there are and the more sediment there is. I want the significance of going deeper to grow.

The yield per extraction should increase.

i think that your first suggestion will only exarcerbate the problem the thread is talking about, if its already monotonous and boring to go to a specific mine to gather resources, imagine having to jump from mine to mine doing that on a biased chance of finding and gathering the materials you need, its going to make whats boring much more time consuming, and even more boring. it will make the situation much worse.

"The lower you go, the more resources there are and the more sediment there is. I want the significance of going deeper to grow"

do you think thats a good idea? on a progression sense it makes sense, but again, will you collect whats on the 3 first levels? or will you dig your way to a fourth one to have to collect just as much as before? i don't think thats a good solution, it will end up being redundant, and you will just monotously walk all the way through earlier mine levels, ignoring them, to get to the bottom and get the resources there, the escalation of necessive gathering will make that unappealing, untill most gathered whats on the earlier levels, for the sake of brevity.
Honestly, the best way to make this engaging would be for the mines to be NPC run.

1. You clear out the mine of any monsters.
2. You pay for the mine to be refurbished/employed by NPC's.
3. Every 10 days the mine sends you (inventory/bank) some of the resource it produces.
4. RNG attacks on mines; you get notified and have a certain number of days to go defend the mine, or it gets destroyed.

This can be used on all resource points. You could even have a recurring monetary charge on it, so there is a limit to how many mines you can run.
Legutóbb szerkesztette: Darbie; 2021. jan. 28., 15:39
I'm just getting into this game late 2024 has there been any changes in this area with the game since this thread?
If I understand correctly, they're going to be tackling it next update (assuming it doesn't get pushed back).
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