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Jade ore #2463
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Jade ore #2463
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I like it a lot! |
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Alright first up, in the range of -1000 to 0 we already have more than enough ores, 8 different ones in total. So I propose the following: Finally I am somewhat concerned with the fact that we already have a green ore, so I think in order to distinguish itself it would make sense to lean more into the white spectrum of jade colors. Or maybe we could have a mix of white and green gems in the ore, and a mixture of the two colors for the item? |
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we could make the jade ore check if it has less than 4 .metal neighbors to have make non metal materials decent |
I agree with jade going up, not down. Not sure about the 500+, depends how high the mountains go. We have to ensure that going to the top actually gives you jade fairly reliably.
I would discourage creating a new material just to save the old one. It doesn't solve the problem, it adds a new one.
Did you do the math, how this will compare to current best pickaxe? Now, I will be throwing some ideas from the top of my head like I often do. Maybe we should scrap the vertical progression completely? Now the question is, how to make players seek what they missed, for reasons other than curiosity? An idea that came to my mind is chasing an optimum. Blocks are broken slower, when tool they are broken with has stats (damage-like) outside of their breaking optimum. I could deliver some creative logical explanation for this behavior, but I won't, I leave this as a homework for a reader. The spectrum for each could be "Very Poor", "Poor", "Average", "Good", "Exceptional", "God like" Then, a slate would be described as: With the tiers being eg. "Very Low", "Low", "Average", "High", "Very High" The rest is just a matter of making a heatmap. The pros first:
The cons:
Why not just use numbers? |
Well, we kind of have the same pattern with silver/gold encasing, silver and gold would be completely useless without it, but encasing gives them a purpose. Also I think we should have more behaviors like this, modifiers that interact with different materials and placement make the crafting system more fun in my opinion, and since they are in the tooltip they are also more predictable than stats that follow some black-box function in the background (which is kind of a problem of the other stats, how long does it take noobs to figure out that the tip acts differently?).
With or without copper, you'd never sacrifice one of the gem slot in your pickaxe for jade. As for the +40%, that's just a rough idea, on implementation we'd of course do more testing to find a better value.
The main thing I fear here is that the player may end up sitting there for 5 minutes straight to mine this one uranium ore they found in a rare surface structure that happen to spawn near their spawn location. In my opinion there should be a clear way of telling the player, no it's not worth it, you should not bother trying.
Now about your idea, I think the fundamental problem is that on one hand we want a system that is easy for the player to understand (and having only one value, DPS, to optimize for definitely helps in that regard), but on the other hand we want a system with depth and a use for exploring different material combinations (which is where multiple parameters are helpful). We have seen that situational modifiers like "good at sandstone" are really good at giving the player an incentive to try new tools without adding too much complexity (it's really easy to understand what sandstone is). I think it would be better to expand in that direction, we could easily add something like
How would it do that? I think discretizing the output could actually make it worse, since now swapping any two materials could possibly push it above the threshold, even if it only changes the values by a small amount, encouraging more random ingredient swapping. |


I've not done all the assets for this because I'd like to gauge interest first.
Jade appears between 800 to -1000. When incased, it increases durability by +150% (not as much as it sounds since durability is the largest of the three tool parameters.)
It is rarer (less veins) than other gems, but since it can be found on the surface, it would probably be a similar rarity to other gems.
You will need at least iron in your pick to mine it.
Why jade?
(also, yes, its a green gem that can spawn in mountains. i swear that wasn't intentional. (at least there's an actual reason to mine this ore))