PlaneShift

Gameplay => General Discussion => Topic started by: Illysia on December 12, 2016, 10:45:14 pm

Title: Mine Indicators
Post by: Illysia on December 12, 2016, 10:45:14 pm
Could mines get a few items placed around them to indicate that they are mines? While exploration is a hallmark of MMOs, the days of people wanting to spend all day pursuing a single task are waning. Fewer players will want to have to /dig across a whole map to find a mine. Also, many people like to be autonomous early on in the game then ease into social interaction. A lot of people may be too shy to ask for locations in game, at first. I think a little accommodation might help to retain these kinds of players.

Something like pickaxes; a tiny (individual person sized) mining camp; or maybe a miner corpse or two, around the more dangerous mines, could help players to find where the mines are faster without putting out a blazing "Gold Mine Here" sign.

I think Planeshift should work towards making itself more friendly for new players coming from commercial MMOs where more of these kinds things are done. I don't think PS should do exactly like commercial MMOs, but I think some nods to what those players are accustomed to should be made.
Title: Re: Mine Indicators
Post by: Rigwyn on December 12, 2016, 11:39:29 pm
Maybe for iron or coal, but there are quests that show where some of the mines are . ie. copper, tin and zinc if I remember correctly.
Title: Re: Mine Indicators
Post by: LigH on December 13, 2016, 02:30:05 am
Some slight sparkle effect was already in discussion, long ago... but remains of broken equipment may also look quite credible.

I believe all of your similar proposals would belong best to the Wish List (http://207.244.96.64/PlaneShift/smf/index.php?board=11.0), after all.
Title: Re: Mine Indicators
Post by: Sirial on December 13, 2016, 04:28:33 am
Maybe for iron or coal, but there are quests that show where some of the mines are . ie. copper, tin and zinc if I remember correctly.

There are quests for almost every mining resource, the only needed thing is to find them.  ;D
Title: Re: Mine Indicators
Post by: Venalan on December 13, 2016, 05:40:36 am
When I started as a prospect and then Dev I very much though with the POV that 'In Character-ness' was more important than 'playability'. Over the years working with players and Devs on implementing things this view has basically totally swapped, but there are limits to what I'd do if to break immersion too much.

This idea would greatly increase the ability for a player to find a mine on a map themselves so I would be happy to trial something. I have been working on developing some droppable effects, after the next update I will drop a rock pick and effect at some mines some of you guys can then tell me if you think it works as a mine marker well.
Title: Re: Mine Indicators
Post by: Eonwind on December 13, 2016, 06:16:07 am
When I started as a prospect and then Dev I very much though with the POV that 'In Character-ness' was more important than 'playability'. Over the years working with players and Devs on implementing things this view has basically totally swapped, but there are limits to what I'd do if to break immersion too much.

This idea would greatly increase the ability for a player to find a mine on a map themselves so I would be happy to trial something. I have been working on developing some droppable effects, after the next update I will drop a rock pick and effect at some mines some of you guys can then tell me if you think it works as a mine marker well.

We could do the same things we do for harvesting: the server has the ability to spawn a few items in the mining zone. For mining areas this capability is disabled for reasons Venalan has explained very well. However I can't see why not make them more visible; we could spawn 1 or 2 ores just to point out the mining place, this without even relying on special effects (or a slight special effect could be added to the ore items itself).
Title: Re: Mine Indicators
Post by: Venalan on December 13, 2016, 06:43:01 am
I'd totally forgotten about that feature. That would certainly work and we wouldn't need to add anything else.
Title: Re: Mine Indicators
Post by: Eonwind on December 13, 2016, 06:47:18 am
I'd totally forgotten about that feature. That would certainly work and we wouldn't need to add anything else.

Ok, I will work on it. No promise it will make it for the coming update (few days) but it won't certainly take a lot of time.
Title: Re: Mine Indicators
Post by: MishkaL1138 on December 13, 2016, 09:49:11 am
I think Illysia has played too much WoW...
Title: Re: Mine Indicators
Post by: Illysia on December 13, 2016, 09:56:01 am
Maybe for iron or coal, but there are quests that show where some of the mines are . ie. copper, tin and zinc if I remember correctly.

There are quests for almost every mining resource, the only needed thing is to find them.  ;D

True, but like was shown in the review, you can't just start those quests right away.

If you don't mind showing exactly what kind of mine each one is then spawning ore is great.

However, I've never played WoW Avocado, I just know that most MMO players, which PS needs to attract, are accustomed to far more obvious indicators than PS usually gives.
Title: Re: Mine Indicators
Post by: Mordaan on December 13, 2016, 10:53:23 am
I've always been in favor of better signage.  Actual signs, not those sign-posts you have to click on.  A nice little banner over the arena tunnel stating "Hydlaa Arena {arrow}".  But maybe that's just me.

Again, such things would be map art and that's not likely to be added any time soon.
Title: Re: Mine Indicators
Post by: Illysia on December 13, 2016, 11:07:33 am
Is it just an art issue?
Title: Re: Mine Indicators
Post by: Sirial on December 13, 2016, 11:08:59 am
I've always been in favor of better signage.  Actual signs, not those sign-posts you have to click on.  A nice little banner over the arena tunnel stating "Hydlaa Arena {arrow}".  But maybe that's just me.

Again, such things would be map art and that's not likely to be added any time soon.

Wait isn't the Arena a place to get lost and run around forever before finding the exit? This is a surprise!  ;D

Jokes apart i'd be very happy to see a something telling how to reach the tunnel leading to Hydlaa from the central room.
Title: Re: Mine Indicators
Post by: Mordaan on December 13, 2016, 11:23:22 am
Is it just an art issue?

Art and the decision that it's ok to do so.  Maybe a long time ago someone decided it was better to have signposts one has to click on.  *shrug*
Title: Re: Mine Indicators
Post by: Venalan on December 13, 2016, 11:31:38 am
Having one sign post as an item is far easier and more flexible and easier than fixed map art, would be my guess. Though for things like the area fixed art would be good. We actually have plans for additions to the arena which should make it (at least a little) easier to get around.
Title: Re: Mine Indicators
Post by: Illysia on December 13, 2016, 11:38:30 am
Well, maybe smaller signs--different models--would help.
Title: Re: Mine Indicators
Post by: MishkaL1138 on December 13, 2016, 12:04:02 pm
(http://cdn-img1.imagechef.com/widget/161213/sampc4633542676c3416.jpg)

Does this help?
Title: Re: Mine Indicators
Post by: Venalan on December 13, 2016, 12:12:48 pm
Nope.....
Title: Re: Mine Indicators
Post by: Aramara Meibi on December 14, 2016, 01:33:54 am
i never understood the mining situation. Mining should be taking place underground, in a mine shaft or such. Rarely would a payload vein be found at the surface. Digging at the surface is for prospectors, looking for signs of ore deeper beneath the surface. I think an actual mine shaft structure that you can enter into makes the most sense. There would still be a sense of having to search for the entrance if it is placed out in the wilderness. NPCs can give verbal directions without there having to be roadsigns or visual cues on the map.
Title: Re: Mine Indicators
Post by: Sirial on December 14, 2016, 02:17:26 am
i never understood the mining situation. Mining should be taking place underground, in a mine shaft or such. Rarely would a payload vein be found at the surface. Digging at the surface is for prospectors, looking for signs of ore deeper beneath the surface. I think an actual mine shaft structure that you can enter into makes the most sense. There would still be a sense of having to search for the entrance if it is placed out in the wilderness. NPCs can give verbal directions without there having to be roadsigns or visual cues on the map.


Did i mention the whole Yliakum is underground?  :whistling:
Title: Re: Mine Indicators
Post by: Dilihin on December 14, 2016, 02:45:03 am
i never understood the mining situation. Mining should be taking place underground, in a mine shaft or such. Rarely would a payload vein be found at the surface. Digging at the surface is for prospectors, looking for signs of ore deeper beneath the surface. I think an actual mine shaft structure that you can enter into makes the most sense. There would still be a sense of having to search for the entrance if it is placed out in the wilderness. NPCs can give verbal directions without there having to be roadsigns or visual cues on the map.

You know, as far as i know planeshift is not a real life simulation, so not everything should be excactly like in real world.
Title: Re: Mine Indicators
Post by: Illysia on December 14, 2016, 09:27:38 am
Not to mention PS doesn't have an art Dev right now. Nevertheless, some of PS' veins were underground. However, surface veins are a playability convenience. If you make things too much like real life then people will avoid the game for the same reasons they don't do things in real life.
Title: Re: Mine Indicators
Post by: MishkaL1138 on December 14, 2016, 10:11:49 am
I'm all for mine shafts and visible ore veins.

Wait. I want to play Minecraft.

Never mind.
Title: Re: Mine Indicators
Post by: Aramara Meibi on December 14, 2016, 10:03:00 pm
/me plays minecraft on the regs, but hasn't touched PS in years
Title: Re: Mine Indicators
Post by: Rigwyn on December 14, 2016, 10:42:59 pm
Aramara Meibi is a creeper!

(http://i63.tinypic.com/213lkr8.png)
Title: Re: Mine Indicators
Post by: Aramara Meibi on December 15, 2016, 02:34:03 pm
SSSSSSssssssssss BAM!
Title: Re: Mine Indicators
Post by: Can-ned Food on September 26, 2018, 01:25:09 am
Among my list of things to attempt with UE4 is to develop a module which marks sites on the terrain where a player has discovered a vein.

I haven't been discussing this with any of the devs as of yet, because I only recently formulated it.  Unless UE4 PlaneShift is planned to allow add–ons for the interface in the same way that some other MMOGs do, it would require first exposing that functionality.

I personally think that some veins could be more obvious than others, but I do like the obscurity of most:  that way, the whole procedure is rather like exploring and prospecting for lodes.  You can also follow other miners to see where they go.

What the devs ought do is to ensure that sites for mining aren't placed haphazardly:  they should be clustered in such a way as would make sense if there really was a larger lode underneath the exposed veins.
Title: Re: Mine Indicators
Post by: LigH on September 26, 2018, 03:02:56 am
Pretty much the same for plants: Some spots are not at all related to mentioned places in their descriptions (e.g. White Oak should be on top of hills, and Red Mangrove should be more or less inside lakes or close to them).
Title: Re: Mine Indicators
Post by: albert I on January 15, 2021, 04:00:27 pm
Among my list of things to attempt with UE4 is to develop a module which marks sites on the terrain where a player has discovered a vein.

I haven't been discussing this with any of the devs as of yet, because I only recently formulated it.  Unless UE4 PlaneShift is planned to allow add–ons for the interface in the same way that some other MMOGs do, it would require first exposing that functionality.

I personally think that some veins could be more obvious than others, but I do like the obscurity of most:  that way, the whole procedure is rather like exploring and prospecting for lodes.  You can also follow other miners to see where they go.

What the devs ought do is to ensure that sites for mining aren't placed haphazardly:  they should be clustered in such a way as would make sense if there really was a larger lode underneath the exposed veins.
I write in this old post, because it's about digging and mining. And now metal mines and jewelry are much to be improved.
What will the excavation look like in the new engine? Can we find old tools, rubble ...? or it would be like Minecraft. Where can we dig for the richest veins?
Title: Re: Mine Indicators
Post by: Uadjet on January 16, 2021, 02:12:31 am
You may find the mines in game to be somewhat improved in Unreal:

(https://www.dropbox.com/s/8f7f6s4d54dnpaf/newlocation.png?raw=1)
Title: Re: Mine Indicators
Post by: albert I on January 16, 2021, 04:18:16 pm
Thank you very much
You may find the mines in game to be somewhat improved in Unreal:

(https://www.dropbox.com/s/8f7f6s4d54dnpaf/newlocation.png?raw=1)
Title: Re: Mine Indicators
Post by: Uadjet on January 16, 2021, 04:20:13 pm
Venalan did a pass of most (all?) mines not that long ago, so they're visually distinct. That one isn't even the most complex!
Title: Re: Mine Indicators
Post by: Volki on January 20, 2021, 06:02:37 pm
Wooow,  nice.