PlaneShift

Gameplay => Wish list => Topic started by: Illysia on May 27, 2008, 09:31:46 am

Title: Possible solution to platnium problem.
Post by: Illysia on May 27, 2008, 09:31:46 am
I'm not exactly sure how the system works but I believe the yield rate holds steady no mater how many people are there. It merely factors the likelihood of each individual people mining.

What if it was dependent on how many people were mining at a time. So if there are two people mining, there will be a higher chance of getting ore. Logically if everyone is mining in the same basic place and there are a gang of people there, whatever ore there is will distributed among all the people mining.

It could even drop to 0 after awhile and take several days to return to normal and then people could once again mine in that spot. This would regulate how much ore and more importantly how much tria enters into the economy.
Title: Re: Possible solution to platnium problem.
Post by: Beniel on May 27, 2008, 09:58:24 am
Hmmm. Are you suggesting that the more people there are at the platinum mine, the easier it is to mine platinum?? If so, all this will do is encourage every one to go buy a pick and get mining!

I would have thought that the inverse to this idea would be more appropriate - the more people at the mine, the harder it is to dig platinum.
Title: Re: Possible solution to platnium problem.
Post by: Eliseth on May 27, 2008, 10:05:56 am
Beniel I think she means there should be less chance the more people there are.

So if there are two people mining, there will be a higher chance of getting ore.

I think you miss typed here ;)

I like this idea actually, lets see what others think.
Title: Re: Possible solution to platnium problem.
Post by: Illysia on May 27, 2008, 10:16:48 am
No, I mean if there are two people as oppose to the 30 or so that is normally there. The lesser the people, the more ore.
Title: Re: Possible solution to platnium problem.
Post by: Beniel on May 27, 2008, 10:18:37 am
 :detective: Ah yes, I after reading Illysia's post again, it makes much more sense if thats what she meant  :D

By the way, I also rather like this idea as well.
Title: Re: Possible solution to platnium problem.
Post by: piprees on May 27, 2008, 10:32:39 am
On flaw - ore doesnt regenerate - once a mine runs out its gone. Well in real life anyway - so i dont agree that rates should change depending on how many people are there.

All that should happen is the more people that are there, the faster to OVER ALL TOTAL resources deplate - as the vien of minerals runs out.

Then we would just have to wait for the developers to plant another resource and we would all have to go prospecting :)
Title: Re: Possible solution to platnium problem.
Post by: Kaityra on May 27, 2008, 10:59:40 am
On flaw - ore doesnt regenerate - once a mine runs out its gone. Well in real life anyway - so i dont agree that rates should change depending on how many people are there.

All that should happen is the more people that are there, the faster to OVER ALL TOTAL resources deplate - as the vien of minerals runs out.

Then we would just have to wait for the developers to plant another resource and we would all have to go prospecting :)

I really advocate a certain realism myself and I really hate to state it myself but let's not forget that this is a game and not the RL. I really like the idea to limit ore in some way to "regulate" the amount of mining going on in this game as there are way too many jack-of-all-trades.
Title: Re: Possible solution to platnium problem.
Post by: piprees on May 27, 2008, 11:32:44 am
You forget as well - this is a ROLE PLAY game, and role play is based on real life mechanics
Title: Re: Possible solution to platnium problem.
Post by: Ichaas on May 27, 2008, 12:00:54 pm
On flaw - ore doesnt regenerate - once a mine runs out its gone. Well in real life anyway - so i dont agree that rates should change depending on how many people are there.

All that should happen is the more people that are there, the faster to OVER ALL TOTAL resources deplate - as the vien of minerals runs out.

Then we would just have to wait for the developers to plant another resource and we would all have to go prospecting :)

Do you realise how much excess time that puts on the developers?
If they are constantly having to clear up after player mess then they'd have to spend half their develoment time putting in new ore mines.

I think that it could be better solved by random placement of a mine via ingame programming which, in the long run, would save alot of time and keep all you realism miners happy whilst at the same time allowing the developers to get on with their job.
Title: Re: Possible solution to platnium problem.
Post by: piprees on May 27, 2008, 12:11:07 pm
Random placement once a vein runs out makes sense, one thing that would need to be looked at though would be the random placement of a vein in in accessable places, like under staligtites or buildings, that would need to be prevented.
Title: Re: Possible solution to platnium problem.
Post by: Kaityra on May 27, 2008, 12:46:21 pm
You forget as well - this is a ROLE PLAY game, and role play is based on real life mechanics

Based on but not equal, that's the important point. There have to be compromises. And when it comes to roleplaying you are free to make your own experience in Planeshift.
Title: Re: Possible solution to platnium problem.
Post by: piprees on May 27, 2008, 01:06:47 pm
True enough, but realisim also adds to the flavour of the world
Title: Re: Possible solution to platnium problem.
Post by: Illysia on May 28, 2008, 04:17:52 am
Keep in mind Piprees this is a temporary fix to a current problem. Game mechanics are still being sorted out and are no where near their final stage. In the meantime, there is a definite problem which could stand addressing. Also, being that this a RP game, the adjustment would fall to the player not game mechanics. so if you feel that for realism sake the mine should be depleted, stop going to that mine. The devs constantly switching around the mines would eat up time from them actually finishing the game. I prefer a little less realism and a little more actual game.  :D If you are truly realism starved go outside and do something. Surely the bulk of us planshifters spend too much time in front of the computer anyway.

This quick fix would only make people more mindful of constantly mining mining mining. And thus help stem the flow of tria into the economy.
Title: Re: Possible solution to platnium problem.
Post by: Prolix on May 28, 2008, 04:20:53 am
Well it would be nice if that rock wall above the platinum mine would collapse once in a while taking out a whack of miners with it.
Title: Re: Possible solution to platnium problem.
Post by: Vannaka on May 30, 2008, 05:19:40 am
I agree with Prolix, if mining platinum were a little more risky it would help limit the number of miners.  Lately there's been a player brining 5 or 6 ulbers chasing after him into the middle of the miners, not only is it quite hilarious, but it helps wake up the people who are just power mining for hours on end.  Perhaps some monsters should randomly raid the mine now and then.
Title: Re: Possible solution to platnium problem.
Post by: Dajoji on May 30, 2008, 06:54:05 am
The dropping to 0 doesn't have to mean that the vein dried out, it could be that there's a thick layer of rock covering the rest of it so miners will have to dig that out first. Once enough rock has been dug out (i.e. failed attempts +90% of the times for a suitable while), the new vein can be uncovered.
Title: Re: Possible solution to platnium problem.
Post by: Lanarel on May 30, 2008, 08:50:56 am
The dropping to 0 doesn't have to mean that the vein dried out, it could be that there's a thick layer of rock covering the rest of it so miners will have to dig that out first. Once enough rock has been dug out (i.e. failed attempts +90% of the times for a suitable while), the new vein can be uncovered.
That makes sense. Also, when the current vein gets emptied, and it gets more difficult to find the remaining ore, I think mining skill should be more determining if you find something. So:
- new vein discovered, everyone has high probability of finding ore
- in time (preferably as function of how much was mined), success rate drops, but it drops much faster for lower skilled miners than higher skilled ones
- when vein is really empty (with only occasional success for very highly skilled miners) for some time, a new vein is discovered, and all starts over
Title: Re: Possible solution to platnium problem.
Post by: Illysia on May 30, 2008, 06:24:27 pm
The dropping to 0 doesn't have to mean that the vein dried out, it could be that there's a thick layer of rock covering the rest of it so miners will have to dig that out first. Once enough rock has been dug out (i.e. failed attempts +90% of the times for a suitable while), the new vein can be uncovered.

This is a good idea but I think it would be a little less frustrating if maybe rocks were generated instead just failing. Maybe they could be sold to a kran npc for 0 tria. The premise being that kra eats the rocks.


That makes sense. Also, when the current vein gets emptied, and it gets more difficult to find the remaining ore, I think mining skill should be more determining if you find something. So:
- new vein discovered, everyone has high probability of finding ore
- in time (preferably as function of how much was mined), success rate drops, but it drops much faster for lower skilled miners than higher skilled ones
- when vein is really empty (with only occasional success for very highly skilled miners) for some time, a new vein is discovered, and all starts over

That would be nice and would make it so that training in mining would have more value. As it stands, I have always been able to mine just fine at relatively low levels.
Title: Re: Possible solution to platnium problem.
Post by: Dajoji on May 30, 2008, 06:41:18 pm
Well, the message could be "No luck. There is only rock". Stuffing your inventory with useless items can be just as annoying and I think we'd have tons of littering because of it.
Title: Re: Possible solution to platnium problem.
Post by: StitchedChin on May 31, 2008, 12:47:45 am
I say get rid of mining all together and come up with a new, more imaginative way to build characters and a functional world.  Mining is such an unimaginative way of doing things in a made up world in my opinion.  I always have to take a step back because people, including me,  try to compare how things work in real life and how they should work in the game, but lets face it, that is unrealistic in itself.  When you have magic, talking creatures from all sorts of worlds, portals, Death Realms and enchanted swords and potions and such, why do we care so much about digging for something as basic as ore, which we use to get things as trivial as trias, armor and weapons.  The world should have a much more imaginative way of doing things.  If we can conjure magic arrows, fire, rocks, lightning, cold, then why would we even need something as basic as a pick to dig for something as trivial as ore.  Why can't we just conjure it up, or use magic to create things like weapons and armor or why do we need those things at all.

I think the whole economy, items, armor, swords, can be centralized around something more mystical, the core energy source from Yliakum that breaths the essance of life and magic to the world.  Where does magic come from anyway?  Maybe each person can explore and develop this energy source and use it to create an economy and they don't have to physically go anywhere to achieve it.  As you develop it, you can create and conjure better sources of materials which you can use or even sell to less magically inclined characters.  Maybe your aura that you develop is what determines your armor, weapon, skills.  If you don't have a strong magical background, then you work with your hands and make items that are created throughout the world, or you steal what you can, or serve some other purpose.

I'm talking out of my you know what, but this type of debate and tweak will never go away unless it is completely revamped.  It is always dig, kill, collect, sell, buy and repeat.  Trying to solve a "problem" in an imaginary world using a realistic world as a basis will never have a realistic answer.  The game has endless possibilities, stop being so restrictive to the foundations of real life.  Make some stuff up.  The mines replenish themselves by magic, the chances of finding a platinum ore is based on luck/skill .  That is the reason why there isn't a 400 mile deep hole from the 40 million ores that we've been mining since the beginning, it is all because of magic.  That is why creatures reappear when you kill and loot them and why no one really dies, you just go to some place that has a portal which brings you back to Hydlaa...  See that wasn't so hard.  There isn't a problem with platinum, everyone has the same shot at making the same trias from mining platinum, therefore it is fair.  If platinum in general is the issue, then get rid of it along with trias and start over from a fresh angle or continue to have the same debates til the end of time.
Title: Re: Possible solution to platnium problem.
Post by: ElWu on May 31, 2008, 02:05:10 am
You've got a whole point here ;)

Awesome and so accurate :)

Respect
Title: Re: Possible solution to platnium problem.
Post by: Illysia on May 31, 2008, 02:09:06 am
Keep in mind that PS isn't finished and there are all sorts of thing to do that haven't been implemented. It is a matter of perspective, I view running to magic as a plot device as unimaginative. You can justify all sorts of unrelated stuff by claiming it came about by magic. There needs to be a certain limiting factor to keep things somewhat orderly and realism does that. Not that you want too much realism. But if you stray to far from realistic you will generally make more people scratch their head and wonder what you were smoking that day than you will have people prasing your ingenuity. Realism sorta grounds things and keeps it from being too surreal...

Besides, the focus of the game is Role playing not the game mechanics. That's just there for something else to do. After all many hard core rpers prefer good ole text base rping where there are no visuals or game mechanics to limit the rp. I personally like PS has game mechanics wise. It is much better than a lot of games, it gives you more freedom. Sometimes I also play perfect world which has gorgeous scenery, highly in depth character creation (you can even choose the specific dimension of body parts and features.), and tons of animations just waiting to be used in RP (but never is... :thumbdown: ). However, PS will greatly exceed it once more is implemented. The crafting system  is far more in depth and fun, quest take more thought than than a click (which can be both bad and good), it has a rich setting and a far better community in my opinion. I think the game is very much on the right track. (we just need more people to contribute to it so it will be finished faster.  ;) )
Title: Re: Possible solution to platnium problem.
Post by: Prolix on May 31, 2008, 02:16:59 am
Who says rock is useless? Certainly not the third little piggy who slept safely in his house of stone. Some of the larger boulders would be good for building materials and perhaps some type of concrete might be known.