Land-Speculation: #3 Resources

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Intro

Please note that this is just a sub-post covering only a puzzle-piece of my Land-Speculation.

To start on the "Front Page" or to return to the Overview-Post please click on the picture below:

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So without further ado, here are my thoughts about the topic:
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Splinterlands-Ressources


Natural Resources
(Majority of the plots)
They provide 4 resources used to build, upgrade and maintain buildings

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Grain

Wood

Stone

Ore



Magical resources
(by Splinter / Rarer than natural lands)

They provide 6 resources used to mint Item and Spell cards

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Sparkstone

Bottled Storms

Ulana Seeds

Virtulium

Reclaimed Souls

Heliostone








Essences / Occupied land
(Inhabited by wild monsters / Rarer than natural lands)
Fight monsters to extract Essences used to mint Item and Spell cards.

Not really confirmed if these lands can be owned but Nate shared the following picture which brings me to the assumption they can

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Items & Spells

Those will have to be crafted using the above resources, however they have to be mentioned here cause you will still be able to trade or maybe even donate these to the Keep/Castle buildings

Rarity

The plot rarity will determine how abundant the natural/magical resources are or how many monsters there are on an Occupied plot.


Stronghold-Ressources

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In Stronghold you basically have 4 different categories for resources:

Materials

(Like Natural in SL)

Stone
Wood
Iron
Pitch

Banquet Goods

(Like Magical in SL)

Venison
Furniture
Metalware
Clothes
Wine
Salt
Spices
Silk

Food

(Like Natural in SL)

Beer
Apples
Cheese
Meat
Bread
Vegetables
Fish

Weapons

(Like Items/Spells in SL)

Bows
Armour
Pikes
Swords
Catapults


Resources_SK2.png

But how do you get these resources?


In Stronghold there are also different village types, just like there will be different plots in SL. However Stronghold does it like this.


So the base-ressources Stone & Wood which are needed to construct buildings can be harvested on any plot but some Village types offer more of a certain resource like:

  • Forest offers more Wood than usual
  • Highland has more stone
  • Mountain Peak has more Iron
  • ...

Kinda like the Rarity will function in SL

And there are resources that are harder to get:

  • Salt can only be harvested on a Salt Flat Village but this land-type lacks iron
  • Fish only in a river village but it lacks iron/bread
  • ...

Kinda like Common/Magical/Occupied in SL

So you get the idea.

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Crafting

So somehow we will be able to spend those resources to construct buildings or some of the resources can be spent to craft Items/Spells.

I really don't know how that Crafting-System will work but its either gonna be something like the harvesting buildings where you constantly create items/spells but automatically spend resources or crafting will be done manually.

If done manually it could be like combining cards, where you have a fixed amount of specific resources you need to "combine" to meet the recipe and get the item/spell. However when I thought about it, it came to my mind that a luck-based element could also be interesting. Mabye just give crafting a small chance to be "super-sucessful" like getting a Gold-Foil card out of a pack, where it doesnt change the function/power of a card/item/spell but make it more expensive and desireable.

I am also thinking about a thing like "Trade Up Contracts from CS:GO" where you could gamble and input ressources and have a certain chance to craft a great item. And the rarer the ressources the higher the chance to get something cool.

Anyway, really excited about crafting and I can't wait to see what they come up with.

Closing Thoughts


So looking back to Splinterlands, what does that tell me?

I think in Splinterlands we will also see a great diversification between plots.
The 4 rarities (Common,Rare,Epic,Legendary) determine how rich of resources the particular plot is.
The land type (Plains, Hills, Tundra,...) determines which Splinter magic is best suited.

So different combinations will be possible:

But whats the difference between a Common Forest and a Common Jungle ?

Both will probably have Wood on them but I assume it will be similar to the above River 1 vs River 2
Yes, both offer Fish but River 1 also gets you SPICES and River 2 gets you SILK.

So I think its a good take on land to say one plot contains several resources, some standard and some more special ones cause it then offers more choices for the player and its not too boring and straigt forward like:

  • You have a Forest so the only option is to harvest Wood

I think theres more potential to that cause I personally like the idea of these construction ressources available to EVERY plot, but on some plots their is more wood, on some there is less. I would actually also like to see more than 1 building-space per plot, not like previously hinted on. That would just add a little variety to the land-expansion.

Cause just think for a moment about smaller players who managed to afford a handfull or even just a single Land Plot for their own. And imagine that land plot offers a magical resource. Will that player just have 1 option then?

  • ❌Storage (What for if you only have 1 Plot)
  • ❌Refining/Manufaturing (What for if you would have to always buy the resources to start refining/manufacturing? and then your magical resource would be wasted)
  • ✅Harvesting -> Only real option for a single plot to work

But where are those resources then stored if that player has just 1 plot and 1 building space for it?

In my post "Buildings" I will focus on this and other questions and speculate how the building-mechanic might work. I know that this post didnt offer too much of new information but it provides a base-line to talk about more detailed comparison.

So if you are interested in some more thoughts around land (and comparisons with Stronghold Kingdoms) you can either hop over to the next post "Buildings" or return to the "Overview" Post by clicking the pictures below:

4_Buildings.pngOverview2.png

Either way, thank you so much for powering through the post. Please let me know what you think in the comments. Maybe you also have a particular game in mind or maybe just a particular mechanic you would like to see in Splinterlands.

I would also love some feedback so I can improve my posts so feel free to leave those aswell.

Thanks for the support

Yours, Moriarty (THE GRANDMASTER)

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11 comments
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Amazing post, you really put incredible effort in the presentation and content. !1UP

If done manually it could be like combining cards, where you have a fixed amount of specific resources you need to "combine" to meet the recipe and get the item/spell. However when I thought about it, it came to my mind that a luck-based element could also be interesting.

I think it was mentioned a few times that crafting would be random and it will not be possible to get a specific item or spell. However, I could imagine that there will be certain recipes, that contain a list of items and spells it can create, which all cost the same. If it creates a Dragon spell/item, it will need Heliostones but probably fewer or none of the other magical resources.

This makes it also easier to introduce new editions via additional recipe lists. Also, rather doing just Splinter-based recipes, there could be ability- and effect-based recipes.

Obtaining a recipe could be a whole process of its own. Maybe it must be purchased to burn DEC. That would give all recipes a hopefully stable-ish price. Or they could be found by doing quests and are tradable NFTs.

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Oh I love that idea, thats actually better than the "Trade-Up-Contracts" take I had because like you said, with the recipe approach you could constantly and more importantly -> easily add new sets to the expansion.

However finding those recipes must also be balanced so that players who own only one or a few plots dont get frustrated because its too hard to find those 🤔

Maybe there could be "common" recipes that create items&spells randomly from a large list and by doing quests or work the lands you can find "legendary" recipes that are only usable one-time and they are more expensive resource-wise but give way better outcomes.

And you could also add some sort of potions you can use to increase chances of certain abilities or splinters or rarity (also a good opportunity to dilute the rewards players get to counter bot farms)

Like I said, I really like that idea of yours 😊 Many ways that could work, cause for me the goal is to make land as immersive as possible so it offers a variety of angles you can play 👍 So thanks for sharing that :)

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Great post! I would also add Kainestone as a resource because they have mentioned it again and again in the lore stories. However, it's not official yet. And I can't associate it with a specific Splinter, like in the original land announcement post.

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Interesting, havent thought about "Kainestones" yet 🤔
I'll try to do some research but if you find something in the meantime let me know.

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The first ever mention of Kainestones is in the lore story "Insights"

"Kainestone was a powerful resource used to fertilize land due to
its magical properties. She read on to discover that research was being
conducted to find out how else the stone could be used.
"

The second reference is in the lore story "Understanding":

"What is important about the kainestone?”
“It’s a recent discovery in this region, the Red Hills. The people here
have begun to mine it. It is rich in mana and makes the land fertile.
The Xenith Scale, however, fears it can be used for a different purpose
in the hands of the Chaos Legion. Perhaps as an agent to make their
spellcasting more powerful.”

The next reference is in the lore story "Defenders":

What demands has Obsidian made?” Bera inquired. “Our complete and total surrender, our kainestone mine, and all
research assets involving kainestone. I truly do not know what she
wishes it for. It has amplification properties of earth and fire mana.We
use it to enhance our farmlands.

So it's mentioned in at least 3 lore stories so I believe that we will be able to farm this resource in the land expansion.

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The current concept is, that you need to cooperate with your tract/region to get the most out of you plot. You need to divide who is mining what, who will create a factory on their plot and who (you forgot to mention) will have a storage building on their plot.

I'm also unsure if this will be a good idea for the long run, as it limits very much what you can do on your tract and if you made a bad decision at the beginning, then you can start from the beginning, and maybe even others do the same and you can start again.

Would love to see more diversity, as you described in this post!

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Also an interesting thought :) I really like your Feedback on all my posts so far. It seems like you are as passionate about Land as me 😅

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