As far as the design direction, its not a case of "people who think the same are too few and far between" at all. Last time i brought this up i have literally like 400+ people coming in saying the same thing before the post disappeared from the front page, that said they agreed and they didnt even know there was a previous design. The fact the switch between the 2 seems to have been done relatively outside of the public eye with seemingly little asking of the general public's opinion on either before or after is a clear problem. If they're making a point of asking what people's opinions are on the whole direction of a huge update then they should put a poll out or something asking everyone. Not just "whoever happens to be in the mods twitter feed that day" or whatever it ended up being, its no wonder so many people where out of the loop on what was going on
Having a full selection of weapons IS important, it doesnt matter how much work it would be to make them all, its what is called for just like all the previous metal tiers. And as i pointed out since weapon diversity is going to be a big thing going forward with each different kind of weapon having its own effect, its even more important to make sure all such weapons are provided
As for the level unlocks, another person here suggested spreading all the items over 5 levels infront of when you unlock the metal with the next 5 being the reforging unlocks. Really the whole idea of suddenly getting complete mastery over a metal and its every use is just dumb. You dont just go "i figured out how to blend these 2 ores, i'm now a master of everything this material can do and can build anything from it regardless of complexity. Thats not how getting better in a skill works XD
With the mining rocks, having infinite ores just seems like a bad idea all around. You need the rocks to break to atleast give it a slight sense of conceptual realism, and get people to check back into the game atleast every few mins. Its rather like how make X of an item is afk but its capped at 60. Restarting the count again is fairly trivial but that little break every now and then keeps the players looking back at the game and preventing 100% afk. From what i can see these rocks are way too afk, they need that break
The gem rocks at the very least need to be WAY tougher to break for each gem, i cannot see gems of any type coming into the game at this rate and consistency ending well at all. The mention of crafting xp brings up another point just now. Gem crafting is known to be by far the quickest way to do crafting lvls but if the gems are coming into the game this fast and this cheaply, wouldnt that make crafting lvls way too easy too and devalue the idea of getting 99 crafting?
Most people i've asked or shown these rocks didnt so much "feel strongly" about them but more laughed at them, thats not a good start to a skill. You say its not worth putting the resources into remodeling them again but the fact is they dont need to. Just use the old models and simply recolour the ore parts. Very easy to do, very quick and frankly looks way better than this new style of texturing they keep using these days
While the POH mount could be seen as a side issue (although it should be relatively easy to make seeing how the item models are in the game, just a bit of rearranging and resizing to do), i dont see adding onto the golem suit as out of scope at all. I mean it is THE mining suit, they've tried to touch every every tiny thing even connected to mining or smithing but this suit is just overlooked. Would be fairly simple to add some teleports to it to bring it in line with the rest of the elite suits
The metal dragon scales was just a quick but interesting idea that came to mind while in the process of writing this. It just seemed to make more thematic sense to split apart the ore drops and bar drops into their own token items which give ores/mining xp and bars/smithing xp respectfully as ingame atm they are their own distinct different type of drops worth different amounts
So you're saying that a pickaxe and its effects are out of scope of a mining and smithing rework? Well thats just a dumb thing to say, OFCOURSE this would fall under their umbrella. As i said in the report, you are judging the effect by the ore rates gotten ingame atm and as we've established thats nowhere even close to the ore rates in the rework. The pickaxe would be alot more useful than it was before and if the combined pickaxe had the toggle for this ability built in it would open the perks up for other possibilities too. I just feel that removing its individual use would be an utter shame and wasteful, all cus you dont happen to use it atm yourself
You clearly didnt read the part where i started it off with "this is more of a question". I was genuinely curious as to why the heat levels ended on such a weird number. Same with the next point, i even started out saying "this is just a quick bug report". The mods say they wanted posts with feedback aswell as bug reports whenever they're found so they can be fixed. This isnt me trying to pad out some list, this is me telling EVERYTHING that i found in a single report because i dont intend on making another for every tiny detail i might happen to find later
it doesnt matter how much work it would be to make them all
You're pretty much proving his point here.