Improve mining failures
Nelliel
Merged in a post:
mining/storage/crafting/energy
hakdog hhcr 4gv
hi guys i really love what you're doing with chapter 2 with constant updates and events and I have been playing it always when I can. There are some things that I want to suggest though. The first is mining, can the chances of failure in mining decrease especially now that the energy is now limited especially to non-vips like me. Another is storage, can there be a system where we can put our desired amount of how many will we put in the chest like in minecraft we can put only 10 or how many we like haha. The last one is crafting and energy, this two are connected because I would like to suggest that there should be another industry where we can craft with low energy or with no energy consumption at all like cooking in chapter 1 and the recently patch winery. That's all thank you, keep up the good work guys!:))
Nasa | SDK
I have noticed that mining has been balanced, offering a higher success rate as your level increases. Based on our experience with energy prices, mining is more profitable than forestry. Still the main problem when energy cost will go up again.
Bunny Meow
I agree! I just wasted 100 energy on "Nothing found in mine..." for nothing. Super frustrating!
Nelliel
Merged in a post:
Reduce Fail rate in mining!
Petunia Cabang
one mine fails even more that 10 times in just one mining, and it is really frustrating ang annoying when all mines don't complete at the same time. Please reduce fail rate in mining. or better to remove it. The Fail rate is not even 50%, I feels like it is 80% fail rate.
Hellion Bloodsend (HellionB)
I personally hate the amount of energy wasted on failures. Running 4 mines, it's not uncommon to burn 120 energy per 3 minute run. I would be content with an increased energy cost with a lower failure rate, something akin to 8, maybe even 10 energy per attempt, 15% failure rate. Then within the 85% success, there should be a base yield for the tier in addition to a bonus yield for your skill level of some kind. Whether that's (skill level = bonus yield %) or an array of bonus rates for various skill levels, I think the math would support the need for game balance while also having a level of increased satisfaction for the player.