All resources required to move between planets are on all planets.
I don’t think they are rare - rather lumpy. There are areas with extremely low density and others with higher density. The challenge is finding these areas.
This isn’t a priority for me as the ambition for the game is to present a spectrum of biomes that aren’t of this world - namely otherworldly.
We will discuss this issue in our next design review.
It’s possible the solution is to better balance the spawning rates on home worlds, or make the distribution more even, or help point players in the right direction, or something else…
Btw - when a Prospecting mechanic was discussed in the past there was significant concerns about the computation cost + opportunity for cheating. This doesn’t mean it’s not an option, rather that it wasn’t something that we concluded would be trivial to add.
That’s going to be a tough one to balance I think… Enough resources so that new players can progress to other planets, but not so much that it becomes too easy to find them and players see no point moving elsewhere
The flip side of this is if there are planets with inherently superior distributions why would anyone want to live anywhere else. The end result would likely be player progressively congregating on the same few worlds leaving a large amount of game space underutilized.
I think the driver to leave a world will be the ingredients that are required post warp selector. Gems, and dark matter for example.
After a couple hours of digging this morning, I have finally found 2 TC’s and 15 gold to boot
Thank you Karko!!! I headed out and went to the first snow capped mountain I found. I grappled up to about level 110 and began digging a 1x2 tunnel through the mountain. Every resource exposed was dug out and followed until no resources were in site. When the branch ran out, I returned to my original tunnel and kept going until the next resource. This led me to my TC’s and gold. The TC’s were on levels 113 and 107 if anyone is interested. I can’t say for sure I was in a snow biome(would be nice to have that info on the debug screen), but it was a snow covered mountain on top.
I completely agree. People will always congregate towards the places with the most valuable resources, leaving a lot of areas untouched by players.
I agree with @james on the way they currently have things set up. I personally, on Berlyn, have found a perfect area for getting tech components and fossils in abundance. I have 30+ extra sitting around since I have all of my machines made. I believe in finding the right area. Its just very difficult to find, and you may not be near any other players or their beacons in order to find such a place.
Because these worlds will have harsher conditions and creatures.
The Worlds are a combination of: resources, biomes, creatures, landscapes, weathers and an atmospher. All of these parameters can be varied to deliver a hard or easier challenge.
Hard world → greater reward, but at a cost. More resources spent on equipment, weapons, protection, and time.
Oh i’m sorry I assumed something and did not make it clear. I am not talking about t1 versus t2 worlds. I am talking about t1 worlds versus other t1 worlds. I can already see why you wont want to live on the higher worlds. Vulpto makes you want to leave the second you arrive, and you feel happy when you do. Good job on design. I am talking about distribution consistency across beginning worlds.
After finishing my digging tour, I came away with 4 TC’s and 47 gold. I’m very happy. I also found my first vein of titanium, which I couldn’t harvest. I guess you need an iron hammer? Or maybe gold? Silver?