Author Topic: Mining economy problem  (Read 987 times)

Yangr

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Mining economy problem
« on: January 16, 2005, 05:03:42 am »
There seems to be an economy problem in the current version of planeshift, that is experience is easy to come by but money is not - there are basically 2 ways of making money to train your skills, mining and killing rats.  Killing a rogue gives 3000 xp / 15 PP and no money.  To train 15 PP you need about 600+ trias which means digging about 100 gold ores - no problem, however today the devs imlplemented a new rule that a character may only carry 10 gold ores at a time this means....

*to train One level of crystal way a character must make about 12 trips back and forth between the magic shop
and the city to accumulate the moneys, so mining skill is now Useless!
*All characters will congregate in the sewers and elsewhere hunting only rats

It doesn\'t seem to me to make a good game if we are all rat exterminators and gold couriers.
I have some suggestions,

*Gold ore (and other metals) could be slightly more expensive, say 10 trias per ore
*higher level monsters drop money or some valuable body parts (tusks, furs etc) somewhere in line with their experience
* bugs are fixed where some high level monsters in certain areas fight back, docile monsters add to experience/money imbalance

 In my opinion, before mining was a highly boring part of the game, neccesary because of disproportionately low monetary payout of monsters
Now mining is simply impractical and useless.
 Sorry for being negative, but I don\'t want to constantly harvest rats in the sewers as my hobby *sniff*

- downtrodden miner with sore feet
Invisibilty Cheat!  Hold Alt + F4 during play to render your character invisible to monsters and other players

supergrover

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« Reply #1 on: January 16, 2005, 11:28:39 pm »
Excellent post actually, not a whine at all, just an articulate, and well thought out critisism.

Obviously it will probably not stay this way exactly, although i\'m sure they will keep limits on ores, and objects, for immersion, and balance. (not very realistic to carry 1000 ore of any type on your back, and it was a bit too easy to make money.)  

It just doesnt make sense in it\'s current (10 stack limit per ore) version. I am assuming the limit is based on a realistic weight limit a char would be able to carry. Gold, Iron, Platinum, and Coal, are all of different weights. Platinum although more pricey, is far lighter than gold. Someone who can carry 10 gold ores (if you insist on using \"ore\") could carry 15 or 20 platinum ores, and perhaps 50 coals to have an equivalent weight. Of the mineable materials in the game, Iron is the only metal that is actually mined in an \"ore\" form.

Gold is mined mostly raw, with other minerals mixed in to a slight degree, but when you mine a vein of gold your getting high content, same with platinum and coal. So the values of these should be a bit higher.

Other metals, and precious materials should be in the game as well. Giving us the ability to mine them based on what level our mining is at. Iron and coal should be lvl 1, silver, copper, and gold should be level two(note the two new metals there). Platinum level three. Perhaps we could get into some gems above those levels.

Currently we can mine anything with excellent proficiency simply by training one stinking level. That created a huge impbalance in the game. With the system outlined above, a player would have to mine like hell on coal and iron to be able to mine silver and gold, and copper. Training level two would be more expensive per point, so mining a good amount of gold, copper, and silver would be required to get you to level 3.  

And I wholeheartedly agree that mining, and farming rats is a pretty weak form of economy. Tefusangs drop teeth, but they are much harder to kill. Rogues and Goblins, that we are seeing a lot more of in the sewers lately should be dropping cash and weapons, and their exp should be adjusted. Currently they award 10 exp a piece down there, but that\'s besides the point.  Trepors could be dropping parts of their exoskeleton to be used as armor, etc.

Edit: you could also make the amount you carry, loosely variable by base stats. Strenght, and Endurace. And the success rate loosely based on intelligence, wisdom, etc.
« Last Edit: January 16, 2005, 11:38:53 pm by supergrover »

Zan

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« Reply #2 on: January 17, 2005, 08:18:33 pm »
Another idea might be to make the ammount of ores one can carry depend on the mining skill, though that isn\'t very realistic it does balance the game out a bit more.

Aside from that I basically agree with what has been said above.
Zan Drithor, Member of the Vaalnor Council
Tyrnal Relhorn, Captain of the Vaalguard
Thromdir Shoake, Merchant
Giorn Kleaver, Miner.

Grayne Dholm, Follower of Dakkru

En Sabah Nur

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« Reply #3 on: January 17, 2005, 09:48:52 pm »
i totally agree with the previous posts too, maybe if we could buy a bag that allow us to carry more ore and that bag could get used with time so we have to buy another one ... or maybe (but im not sure of the word coz im not very good and used with english)a wheelbarrow would be fun too and could be used to make races in the streets :P ... well just some ideas heh
and yeah rogues and brigands gives nothing to sell :\'( maybe in a future update :)


have u notice that i have use \"used\" three time in that post ,my english definitely *** sorry about that
-------------------------------------------
sorry for my english...i hope that you understand 8o

Ecolem

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« Reply #4 on: January 18, 2005, 12:22:59 am »
Although I do agree with what you are saying Yangr there are a few points that you should consider:

1. As you should know this is still a \"test\" version of CB and on top of that its an alpha/alpha beta, ect. In other words it?s still very early to make assumptions of the game just yet. :]

2. As I have heard too many times before ?server stability first, game play after\". (IMO I think the game sever is almost as stable as you can get, good work Devs :P)

3. IMO there?s really not much to work for anyway since there will be an (I think almost) entire wipe of every character in the game. So motivation wise not much to work for but if you want to play for practise, the sky?s the limit.  :))

This game has a very promising future and they need time to make this game as perfect as you and I want.
PS. Nothing?s perfect ;)
« Last Edit: January 18, 2005, 12:23:58 am by Ecolem »

supergrover

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« Reply #5 on: January 18, 2005, 02:33:42 am »
Quote
Originally posted by Mondo
Although I do agree with what you are saying Yangr there are a few points that you should consider:

1. As you should know this is still a \"test\" version of CB and on top of that its an alpha/alpha beta, ect. In other words it?s still very early to make assumptions of the game just yet. :]

2. As I have heard too many times before ?server stability first, game play after\". (IMO I think the game sever is almost as stable as you can get, good work Devs :P)

3. IMO there?s really not much to work for anyway since there will be an (I think almost) entire wipe of every character in the game. So motivation wise not much to work for but if you want to play for practise, the sky?s the limit.  :))

This game has a very promising future and they need time to make this game as perfect as you and I want.
PS. Nothing?s perfect ;)


This is the \"wish list\" so, if you don\'t mind, we\'d all like to post some wishes in here. We are well aware of the fact that this is tech demo of the future game.

Aravi

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« Reply #6 on: January 18, 2005, 05:35:51 am »
The mining economy problem will probably begin to disappear once the other crafts come into the game. It\'d also be nice to see exp given for mining\\crafts, it\'d help take the focus away from hack-n-slash.
« Last Edit: January 18, 2005, 02:34:58 pm by Aravi »

Silverthorne

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« Reply #7 on: January 19, 2005, 05:30:38 am »
an option would be ore qualities. based on skill level.  Yes the character can mine platinum at first level, but an experienced miner could get better ore out of the mine.  worth more

Another option would be to let charisma effect prices on buying and selling.  Or tie mining to a stat.