Epic Dungeons should not have Iron nodes at the end.

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definatelynothealbold
Posts: 35
Joined: Tue Aug 15, 2023 8:59 pm

Epic Dungeons should not have Iron nodes at the end.

Post by definatelynothealbold »

I don't know if this is a bug, or if this was an intentional change? I have no idea.

But ended the dungeon that was the Cauldron of Slime, fought all the way to the end, it's not the hardest dungeon, but it's also not an easy brainless one either, Aboleths are obnoxious and the oozes are frustrating to fight.

Anyways, got to the very end with the Runic Chest and the Ore Vein and it was an Iron Vein.

Not even Arjale or Mithril. Iron.

I can understand not every epic dungeon can drop adamantine for balance purposes.. but Iron? :(

Please tell me this is some oversight? I can't report this as a bug because no one's confirmed it as such.

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Amateur Hour
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Re: Epic Dungeons should not have Iron nodes at the end.

Post by Amateur Hour »

Someone can correct me if I'm wrong, but I believe the higher-value nodes can be "mined out" if they're mined too many times within a certain deliberately-obfuscated period of time (that time being on the scale of a few days), which would leave it to spawn a much lower-value metal in its place; this helps keep rare metals rare.

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Hazard
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Re: Epic Dungeons should not have Iron nodes at the end.

Post by Hazard »

Damn. You got iron? I'm jealous.

I always get zinc and lead :P

Good Character
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Re: Epic Dungeons should not have Iron nodes at the end.

Post by Good Character »

Amateur Hour wrote: Sun Sep 10, 2023 10:49 am

Someone can correct me if I'm wrong, but I believe the higher-value nodes can be "mined out" if they're mined too many times within a certain deliberately-obfuscated period of time (that time being on the scale of a few days), which would leave it to spawn a much lower-value metal in its place; this helps keep rare metals rare.

It might be totally confirmation bias on my end but I feel adamantine is the only one that follows that. No other ore type simply gets affected this way; they all just switch after a server restart. Adamantine feels like it can be "mined out" within a few runs in the same restart.

OP: Hear, hear. I totally agree. If the concern is that the rare metals become more common, which is essentially just adamantine as the rest are stupidly common, which then makes items that use the materials more common then I think it's not resources that's the concern. It's that ultra rare items shouldn't be craftable but a part of the loot matrix. (e.g. unfixable, more powerful equipment, impressive consumables, attractive novelty items like parrots, etc.)

definatelynothealbold
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Re: Epic Dungeons should not have Iron nodes at the end.

Post by definatelynothealbold »

Hazard wrote: Sun Sep 10, 2023 11:41 am

Damn. You got iron? I'm jealous.

I always get zinc and lead :P

Zinc is more useful than Iron.

Iron is easy to find, Zinc is a bit harder to find, and Zinc is used in brass, which is far more useful than iron.

Leads even better than Iron, because at least it makes consumables.

AstralUniverse
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Re: Epic Dungeons should not have Iron nodes at the end.

Post by AstralUniverse »

To this day I still dont understand why even end-of-dungeon veins have any chance at all to spawn a resource that can be found at the close proximity to settlements. I think any chance to spawn anything lower than arjale next to dungeon bosses should be entirely 0.

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