PlaneShift

Gameplay => Wish list => Topic started by: Unnamed_Source on September 02, 2007, 04:37:04 am

Title: Mining: Multiple loads
Post by: Unnamed_Source on September 02, 2007, 04:37:04 am
Since there's no compensation for mining levels, as it doesn't get any easier to succeed. Can higher levels of mining give a percentage to striking mulitple loads per success. The higher your mining level the higher percentage you have to getting 2, 3, 4, or more ores per success.

Maybe at certain levels you are guaranteed a minimum amount, so after reaching level X you get 2 per success and a chance to get more, level Y 3 per load, etc. The  higher your levels go and the minimum base changes the maximum amount of ores per success increases, so a level 1-10 miner might get the chance of mining a maximum of 4 ores per success, where as a level 31+ might get a  maximum of 10 per success. That level 31+ will get a guaranteed of  X ores but might get a bonus of any range for a maximum total of 10 ores.
Title: Re: Mining: Multiple loads
Post by: bilbous on September 02, 2007, 06:59:21 am
This is an interesting idea, I would think another solution, maybe in concert with your idea is that the ore samples might contain less unwanted material and thus weigh less. Or perhaps there will be a better chance of some secondary desirable material be recognized in the sample. This last is less likely due to the way the minefields work.
Title: Re: Mining: Multiple loads
Post by: Seneche on September 02, 2007, 07:19:56 am
I thought that that was how it always worked. So, what is the difference between a lvl 1 in mining and a lvl 10 at this point? Wouldn't we still get the same chances? I think that rather than finding an ore with less unwanted material and weigh less, you should find one with less unwanted material and weigh more. This would mean either making you find 2 ores at once, or convert smelting to require certain pounds of ores rather than numbers. IE: you require 30 pounds of ores for a stock, not just 10 individual ores. Just a thought.
Title: Re: Mining: Multiple loads
Post by: bilbous on September 02, 2007, 09:04:56 pm
The point about less unwanted material would allow you to carry more ore, each ore would make an ingot as currently but the master miner would be better able to separate the good from the bad and wind up carrying less useless material to the forge. For example a novice miner gets a 6 pound iron ore which ends up as a 1 pound ingot, the master miner might get a 3 pound ore which would turn into that 1 pound ingot. Half the weight at the mine means twice the payoff at the forge. An ore would be an ore regardless of its weight.

Now the range of waste reduction may have to be limited to prevent filling too many slots in the inventory but if you stuck with integer values of weight it should not be to bad.
Title: Re: Mining: Multiple loads
Post by: Seneche on September 03, 2007, 12:19:36 am
Oh, I see. Not a bad idea. My only question, wouldn't the price of ores go down if their being brought in quicker and in much larger amounts?
Title: Re: Mining: Multiple loads
Post by: Dihenis on September 03, 2007, 12:46:08 am
Oh, I see. Not a bad idea. My only question, wouldn't the price of ores go down if their being brought in quicker and in much larger amounts?
well many blacksmiths are complaining about the high price of ore now, i heard plenty of people in game say that if miners are going to charge 500 tria per ore, they would stop buying them. besides this rewards high lvl miners
Title: Re: Mining: Multiple loads
Post by: Seneche on September 03, 2007, 01:53:05 am
True, and I suppose it could bring an increase in the amount and types of weapons and armors.
Title: Re: Mining: Multiple loads
Post by: bilbous on September 03, 2007, 02:23:38 am
Another thing that should be done is perhaps limit the minerals that low levels can recognize, base minerals like iron and coal right away silver and gold a little later on and others even later. Coal should be used to stoke the furnaces and be required to smelt any metal. Additional coal would be used in the manufacture of steel, same as it is now. If a lot of coal were to be consumed as fuel there would be a good market for it. The relative difficulty of mining should be tweaked as coal can be fairly easy to dig with a pick (depending on its form), it tends to lie in big beds, iron ore tends to be a much harder mineral. Those are just a couple of examples.
Title: Re: Mining: Multiple loads
Post by: Seneche on September 03, 2007, 03:03:58 am
I don't think that gold should be level limited. When I make new characters, they all start collecting money through mining, iron sells too cheaply to make much off of it.
Title: Re: Mining: Multiple loads
Post by: Jeraphon on September 03, 2007, 05:00:25 am
When I make new characters, they all start collecting money through mining, iron sells too cheaply to make much off of it.

Then perhaps it's your method of making money initially that's flawed. Don't you think methods of making higher levels of money should be given to players who've put in the time and effort?
Title: Re: Mining: Multiple loads
Post by: bilbous on September 03, 2007, 05:47:54 am
Certainly if you need a bunch of coal lumps to make a dagger -- 2 for the steel in the handle, 10 for the steel in the blade,  6 for the smelting (fuel), say 5 more for fuel in the forge while you are working the blade -- the price of coal would be higher than currently. It isn't worth too much now but it is also much harder to dig than it ought to be unless things have changed in the last few months.

I'm just saying that things could be more realistic, such as the more you overload the furnace with ore the more fuel you need to smelt it properly. Right now there is no fuel consumption and that is just not right.
The precious metals should be more difficult and less abundant.

Here is an interesting factoid from Wikipedia:
Quote
It has been estimated that all the gold in the world that has ever been refined would form a single cube 20 m (66 ft) on a side (equivalent to 8000 m³)
It almost seems that there has been that much mined in Yliakum since Christmas.
Title: Re: Mining: Multiple loads
Post by: Seneche on September 03, 2007, 07:52:47 am
When I make new characters, they all start collecting money through mining, iron sells too cheaply to make much off of it.

Then perhaps it's your method of making money initially that's flawed. Don't you think methods of making higher levels of money should be given to players who've put in the time and effort?

Yes I do agree, but once the NPCs are fixed and they begin to attack normally, new players won't be able to get nearly any money of Prog Points unless something new is introduced.
Title: Re: Mining: Multiple loads
Post by: Waylander on September 03, 2007, 08:12:57 am
We should introduce quests!
Title: Re: Mining: Multiple loads
Post by: Seneche on September 03, 2007, 08:17:02 am
We should introduce quests!

Yes we should.... but how does that help the mining topic?
Title: Re: Mining: Multiple loads
Post by: Waylander on September 03, 2007, 08:18:58 am
It was a reply to your post and no more or less on-topic than yours was.

I am merely pointing out that few people use the quest system when many of the quests present are perfect for starting newbies on their way.
Title: Re: Mining: Multiple loads
Post by: Jeraphon on September 03, 2007, 03:45:36 pm
It was a reply to your post and no more or less on-topic than yours was.

I am merely pointing out that few people use the quest system when many of the quests present are perfect for starting newbies on their way.

And that's because old players inevitably tell new players that quests suck, don't do them, and the only way to make money is to mine gold. New players, not knowing any better, believe them.
Title: Re: Mining: Multiple loads
Post by: Seneche on September 03, 2007, 05:33:27 pm
Oh, I see. I tried the quests, and not many actually provided enough money. I think that they're missing a starter quest or something to get new players money.
Title: Re: Mining: Multiple loads
Post by: Nikodemus on September 03, 2007, 05:41:21 pm
Yeah, mining gold is the most profitable and fastests to learn.    It was ;P And good. So now fighting is. But for a vry new guy, if he is smart, quests may do
Fighting you get less money and need to train more
Doing quests you earn a bit, but you would have to complete them really fast to be that profitable. What isn't really posible, nor the way to go.

So people tell newbies to dig gold as the fastest way to start.
Title: Re: Mining: Multiple loads
Post by: Unnamed_Source on September 04, 2007, 05:34:01 am
I really likes Unnamed_Source's idea abou... Oh wait.. that me... What then heck, you people stick to the subject... you can find it on the first post, for god sakes..
Title: Re: Mining: Multiple loads
Post by: Seneche on September 04, 2007, 06:52:54 am
Sorry, but the idea touched on topics of economics and such, so it just naturally branches to deal with problems and or new implements needed to have the idea work.
Title: Re: Mining: Multiple loads
Post by: bilbous on September 04, 2007, 06:57:48 am
Do you have any thoughts on the variations I proposed, U_S, or is it your way or the highway?

I think that your ideas have some merit but I do not think there should be any guarantee you will get multiple strikes, indeed I think there should always be a chance you get nothing. If mining is going to be the same as other skills then level 30 is not particularly significant. I believe most skills will go to 100 and possibly beyond before the game is done so what is currently available is only low level expertise.
Title: Re: Mining: Multiple loads
Post by: Sheneer Shenele on September 04, 2007, 06:47:36 pm
if the idea of needing coal for everything is introduced, maybe Harnquist could sell coal to make it easier for people who dont know where the coal mine is
Title: Re: Mining: Multiple loads
Post by: Nikodemus on September 04, 2007, 06:59:48 pm
If people will sell coal to Harnguist, other people will be allowed to buy it from him.
Thats part of the economy I'm expecting at some point. It just has to be developed.
Title: Re: Mining: Multiple loads
Post by: Unnamed_Source on September 05, 2007, 12:45:15 am
Do you have any thoughts on the variations I proposed, U_S, or is it your way or the highway?
As far as this post goes, yeah, I'd like it to stick on the subject and not venture off into fighting the economy or other off target debates. Yours was the only posting even remotely close to the topic, So here's to ya and thanks for paying attention.

... I think there should always be a chance you get nothing.
I'm not stating anything differant as to the success status quo, as far as a guarentee of multiple ores, just like it is now for one, I'm suggestion at higher levels we may get two or three or more, dependant on the mining level. In addition to a random roll to get even more or just that guarantee.

In other words, at level one you dig one ore per successfull strike, if you don't succeed you get nothing. At level 31, a successfull strike will get you three, and none if you don't succeed. In addition at level one you have a X% chance getting additional ores to that one you normally get for a total of no more than 4. where as at level 31, you get a Y% chance of getting additional ores added to the three you normally get without surpassing the level limit of 10. Think of it as landing the mother load, finding a 10 pound boulder of solid gold as appose to a 1 ounce nugget and mining levels should help you determin where to dig for the chance at that uptimum find, that is if you get a successfull strike.

If mining is going to be the same as other skills then level 30 is not particularly significant. I believe most skills will go to 100 and possibly beyond before the game is done so what is currently available is only low level expertise.
Don't quote any of the numbers thrown out here, as they just help to illustrate the idea and are of no particulare set standard of the game, that is for the settings devs to decide on what levels the skill output will result. Just to make it simpler, I showed the idea in stages of 10 levels to show the differanc ebetween level 10 and level 30. where the Devs might take this and use 15 level inciments or 30 level incriments to best suit their needs.
Title: Re: Mining: Multiple loads
Post by: Sheneer Shenele on September 06, 2007, 05:11:37 pm
If people will sell coal to Harnguist, other people will be allowed to buy it from him.
Thats part of the economy I'm expecting at some point. It just has to be developed.

in that case the sale price to harniquist must be a decent price unlike gold which atm you can sell for twice as much to other players
Title: Re: Mining: Multiple loads
Post by: bilbous on September 06, 2007, 06:51:34 pm
The only reason you can sell gold to other players right now is that they can profit from processing it into ingots. If you have a load of coal, in the above situation, and harnquist has none while some player is looking to buy you could likely get a better price negotiating directly. Of course that would mean that you must be willing to hold your ore until you got a better price. Also since NPCs pay 80% of an items value you could sell to a player at the same price as ol' harnie and make 20% more than he would pay you.