Reduce ME Ore Node frequency, increase Node size
Considered (Not Planned)
Currently ore nodes can be found quite frequently. Many nodes in one claim area for example. This can lead to many 'gopher holes' in MP. Also, with a steel pick and food buff the average node can be cleaned out in one go.
Reducing the number of nodes to say 1 from 5, and increasing their overall size (especially underground) would:
Reduce the need for ore scouting
Reduce the gopher hole count (Engineer broke a leg again. Gonna have to shoot him)
Increase the practicality of building underground mining complexes.
This is definitely something that has been discussed by the design team. Beginner players and those that prefer to play singleplayer need resources that are easier to find and access. Players with a lot of experience, especially those playing in multiplayer with a large cooperative group, have a much different approach to resources. We decided it was best to not hinder the new player / singleplayer experience by creating such scarcity on our default planet.
Ore placement and deposit size are completely moddable, so we assumed we would see balance changes like this on modded planets. Unfortunately, planet mods don't seem to be popular for Medieval Engineers, with the notable exception of the water planet. We've honestly never understood why that is. A planet is only a few sbc definitions, the terrain maps, and material maps. Yet most modders seem to avoid making or editing planets, which leads us to requests for balance changes.
The conclusion is this: Having only one planet, we don't want to redistribute ore in a way that makes it more difficult for most players. We don't want to include multiple versions of our planet in the base game during development because it is very time-consuming for our QA department and it means that any changes we make need to be made more than once.
We would love to hear from the modding community why we don't see planet mods. Given their popularity for Space Engineers, we're at a loss to explain it.
This is definitely something that has been discussed by the design team. Beginner players and those that prefer to play singleplayer need resources that are easier to find and access. Players with a lot of experience, especially those playing in multiplayer with a large cooperative group, have a much different approach to resources. We decided it was best to not hinder the new player / singleplayer experience by creating such scarcity on our default planet.
Ore placement and deposit size are completely moddable, so we assumed we would see balance changes like this on modded planets. Unfortunately, planet mods don't seem to be popular for Medieval Engineers, with the notable exception of the water planet. We've honestly never understood why that is. A planet is only a few sbc definitions, the terrain maps, and material maps. Yet most modders seem to avoid making or editing planets, which leads us to requests for balance changes.
The conclusion is this: Having only one planet, we don't want to redistribute ore in a way that makes it more difficult for most players. We don't want to include multiple versions of our planet in the base game during development because it is very time-consuming for our QA department and it means that any changes we make need to be made more than once.
We would love to hear from the modding community why we don't see planet mods. Given their popularity for Space Engineers, we're at a loss to explain it.
I agree that mining as a game mechanic should be improved. Right now it´s digging a 2m deep hole and you are done.
I think mining should be like exploring a part of the world, where you find caves and other stuff. Why did Keen even put deep cave ambient sounds in the game if there is no need to dig that deep?
I agree that mining as a game mechanic should be improved. Right now it´s digging a 2m deep hole and you are done.
I think mining should be like exploring a part of the world, where you find caves and other stuff. Why did Keen even put deep cave ambient sounds in the game if there is no need to dig that deep?
On our server, we talk a lot about what we'd like to see in the game, and the number one thing we often come back to is the need to trade.If resources were rare, it would both encourage travel and trade. One issue is that if you have one Iron mine, you're basically done. If some blocks needed Bronze and Gold/Silver, but there were only say 3 large mines of each resource available in the world, it would encourage defence and trade, making the game a bit more dynamic.
On our server, we talk a lot about what we'd like to see in the game, and the number one thing we often come back to is the need to trade.If resources were rare, it would both encourage travel and trade. One issue is that if you have one Iron mine, you're basically done. If some blocks needed Bronze and Gold/Silver, but there were only say 3 large mines of each resource available in the world, it would encourage defence and trade, making the game a bit more dynamic.
This is definitely something that has been discussed by the design team. Beginner players and those that prefer to play singleplayer need resources that are easier to find and access. Players with a lot of experience, especially those playing in multiplayer with a large cooperative group, have a much different approach to resources. We decided it was best to not hinder the new player / singleplayer experience by creating such scarcity on our default planet.
Ore placement and deposit size are completely moddable, so we assumed we would see balance changes like this on modded planets. Unfortunately, planet mods don't seem to be popular for Medieval Engineers, with the notable exception of the water planet. We've honestly never understood why that is. A planet is only a few sbc definitions, the terrain maps, and material maps. Yet most modders seem to avoid making or editing planets, which leads us to requests for balance changes.
The conclusion is this: Having only one planet, we don't want to redistribute ore in a way that makes it more difficult for most players. We don't want to include multiple versions of our planet in the base game during development because it is very time-consuming for our QA department and it means that any changes we make need to be made more than once.
We would love to hear from the modding community why we don't see planet mods. Given their popularity for Space Engineers, we're at a loss to explain it.
This is definitely something that has been discussed by the design team. Beginner players and those that prefer to play singleplayer need resources that are easier to find and access. Players with a lot of experience, especially those playing in multiplayer with a large cooperative group, have a much different approach to resources. We decided it was best to not hinder the new player / singleplayer experience by creating such scarcity on our default planet.
Ore placement and deposit size are completely moddable, so we assumed we would see balance changes like this on modded planets. Unfortunately, planet mods don't seem to be popular for Medieval Engineers, with the notable exception of the water planet. We've honestly never understood why that is. A planet is only a few sbc definitions, the terrain maps, and material maps. Yet most modders seem to avoid making or editing planets, which leads us to requests for balance changes.
The conclusion is this: Having only one planet, we don't want to redistribute ore in a way that makes it more difficult for most players. We don't want to include multiple versions of our planet in the base game during development because it is very time-consuming for our QA department and it means that any changes we make need to be made more than once.
We would love to hear from the modding community why we don't see planet mods. Given their popularity for Space Engineers, we're at a loss to explain it.
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