[Suggestion] Cave Balance vs Building Utility
Ultimately one of my biggest gripes about the game is that ore nodes being single use encourages a nomadic existence where you ideally want to move from resource node to resource node.
Except the other game mechanics like the number of required benches and overall weight of stockpiled resources actively discourage this. Throw in the cost for building stone+ tier buildings, and it seems like the game is actively working at cross purposes on how it wants players to act.
Right now Caves are vastly preferable to building static structures. Buffs and bonuses need to be provided to encourage players building structures to counteract their inherent inefficiencies compared to cave living.
Additionally, The packing up everything to move closer to a new cluster of Caves is excessively tedious and needs to be streamlined. Players will currently mine out a forest cave in _very_ short order, and current resourse costs means even a solo player will need to move on quickly. This is *not* fun.
Comments: 1
-
15 Oct, '21
GeorgeI agree about having to move built benches from one location to another, very difficult, not sure what is solution.
However, a suggestion which I think I saw somewhere else that would help with caves and ores is to add ore veins so cave are not mined out so easily and quickly.
This however would need the fixed rock walls and ground to be able to be minable and removable with pick and shovel to get at ore veins.