Okay people are getting hostile and nit-picky.
When two radically opposed camps argue over a point, a dev will usually NOT take the suggestions seriously. Therefore, it is most likely to actually have an effect if the two sides compromise and put forward a unified solution.
The heated debate seems to be three camps (chime in if you are a third made of more than one person)
Less Stone - Thinks we should be able to control the creation of stones because stones are a hinderance to Ease of Control and thus weakens the quality of Gameplay. Appears to thusfar be the majority.
More Stone - Thinks that stones add an a extra level of Difficulty and/or Realism. Appears thus far to be a minority.
Better Stone - Which I am a part of. Thinks Gameplay (in DF) involves both Difficulty and Realism, tempered with Ease of Control. Appears thus far to be a minority. Yes, the title is subjective, but I lack a better one (see!?!).
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Opposing Motions: (and groups):
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Every Tile should drop stone (More) - Do away with the current skill based system, even possibly going so far as to change dumping and add in unusable stone ("rubble"?)
Be able to turn off stone (Less) - Since hauling is screwy and stone everywhere makes an eyesore, blocks doors etc.
Dwarves should clean non-stone stockpiles of their stone (Better) thus freeing up the spaces for storage.
Have designations under stone visible (Better) so that we can actually see what has been designated for channeling.
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This suggestion, I think, would allow all three camps to start towards a unified solution:
quote:
Originally posted by Derakon:
<STRONG>Actually, one possibility would be to simply have a "toggle stone" designation like we currently have "toggle engravings". Most of the time you don't really care where stone outside of your stockpiles is, so why bother showing it? It should still default to "display" so you can tell if you're managing to successfully extract <foo> from the wall as you mine, but you'd be able to turn it off for the parts of your fortress that you want to look nice.</STRONG>
Mentioned Threads for reference: http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=5&t=002980
Relevent Dev Notes mentioned: http://www.bay12games.com/dwarves/dev_req_51-100.html
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I for one don't have a big issue with stone as a ]diffilculty : I run 4x Legendary Stoneworkers in every fort and usually have roaming masonry and mechanics shops.
However, is see the lack of Realism in the current system as lesser skilled miners generate less stone. I utilize this myself by having my legendary mining crew (which is only turned on to mine good stuff) and then use all my useless dwarves as a the "tunnellers" that carve out the fort.
Switching back and forth (and culling the Proficient+ dwarves out of the tunnelers) is definitely a detraction from Ease of Control and Gameplay.