Spending a couple of hours collecting mud and dirt gave me time to think if there was anything that could be done to make it more interesting/rewarding.
The monotony really focuses the mind.
My suggestion is ultra rare drops for every block type, that can be collected to make sets.
A set can then be turned in for an xp bonus and a trophy.
Sets can be turned in multiple times for the xp bonus but trophies are a one time prize.
Can’t decide whether the drops and trophies should be tradeable or not.
If drops are non tradeable some sort of machine could be used to recycle the ultra rare into x amount of standard drops.
Set turn ins should give the same amount xp regardless of the rarity of the block that dropped them, making the xp gains more valuable to lower levels than higher, but a nice little bonus to higher levels.
The more common blocks should have more different drops required to make a set than the rarer blocks roughly equivalent to their relative rarity.
Eg mud has 50 different ultra drops to make a set and diamond has 10 (no idea if this close to ratios, just an example).
There could even be trophy cabinets or display cases to make for the set trophies.
The xp bonus would be a nice little incentive for people to go out and mine/harvest/dig the resources rather than solely relying on buying from others, and if you are anything like me the itch to complete a collection would end up being a reason to go out collecting in the first place.
in beta there was no resource in sand and mud so i complained after digging my entire city lool for me they could add tech and fossils to sand maybe
and the occasional diamond
Sell it or use it. Those are your options. If you wanted EXP, you’d be using it, hunting, mining for resources, picking flowers, crafting, or anything else.
You’re the one choosing to keep digging dirt, no one is forcing you to. If you don’t want to keep doing it, then don’t do it.
I don’t think anyone was complaining about gathering.
I think we were just agreeing that a little extra incentive, a little dopamine hit every now and then, would go a long way to make the process more enjoyable, and surely that’s what we are here for.
Maybe your intention didn’t come across well in your post, but that just felt quite aggressive in tone.
Like the idea of the collectables being used like a sort of puzzle, it would then double as a trophy once complete.
Though I would still like some mechanic included that you can complete multiple times for additional xp, as this will still add value even after the first completion.
I agree, I like the idea of a reward you can only get by grinding, but then part of me still wants to be able to trade my ‘multiples’.
Just don’t like the idea of drops that become redundant. If the recycler was a thing then at least the doubles wouldn’t go to waste.
And possibly have some of the collectables even rarer than others.
Eg mud has 50 collectables; 25 at base rate, 15 a bit rarer, 6 more so, 3 at the next tier and one at lottery odds (well, not quite, but you get the idea)
This reminds me of the strange rock collection in RuneScape.
Nearly every skill has a chance of dropping a strange rock, or gilded later. Combine a pair of each type to get 1 piece of a Statue. After 28 times if I remember correctly you have the full Statue.
In some parts of the West Coast of Africa, alluvial diamonds are found in the sand along the coast and offshore - believed to have been brought to where they are found by rivers, predominantly the Orange River which is the main river draining to the west coast from central southern Africa.
Most of South Africa’s west coast - from the Namibian border to a couple of hundred kilometres from Cape Town - is not accessible to the public. It is fenced off because the land belongs to the diamond mining industry so for hundreds of kilometres there is no access to the beaches. Popularly known as the DIAMOND COAST, it extends from the far north-western coast of Port Nolloth to the mouth of the Orange River.