Author Topic: Mining fish and hunting trees  (Read 2432 times)

khoridor

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Mining fish and hunting trees
« on: November 12, 2008, 11:13:53 am »
In parallel to all the threads on how to make activities more fun, I was wondering: why aren't there other activities using the mining mechanics to harvest different types of resources?
I was thinking about fishing, gathering plants, hunting (although there isn't such a skill), wood cutting, and there would be others. How far are these skills in the planning?
The existing process is basically like this:
- go to a spot where you know the resource can be found
- equip your best tool
- wait for a while
- move a bit if you were successful or try again anywhere if you found nothing.

That system could easily be copied for:
- fishing: go to a pond or river spot, equip your pole/harpoon/net, then /fish
- woodcutting: go to a wall of trees where the wood is worth something (or where it's legal to cut), equip your ax, then cut
- herbal: go to a mushroom/flower/grass spot, equip your knife/sickle, then harvest

Hunting with traps could be similar, or slightly different: you go to a spot where you see small, harmless animals, and they disappear (hide underground or in trees); you leave your trap there (instead of equipping it), then walk back a bit, and come to check once in a while. Yes, someone could steal your trap if you walk too far away.

I know this doesn't make mining better, nor does it make the nature life that fun, but it has the advantage of a cheap addition for the sake of variety, while waiting for specific improvements. The more similar these processes are, the easier it will be to propagate the improvements.

About fun, btw, I also thought about a system along these lines:
- go to the spot, equip your tool and start as usual
- when successful, instead of just getting your price and the yellow message, you get the focus on an object, captured in a way similar to how an attacked creature is focused on. You're now in "harvest" mode.
- you have to "fight" with the resource, using the 5 head icons (aggressive and such) until its "health" bar reaches 0. Your skill, equipment and actions determine the "damage" you inflict.
- your life is not at risk, but one of your progress bars goes down, and if it reaches 0, you lose the catch. That's the failure. For fishing for example, it would be a fight of endurances (fish's red bar vs your green bar). For mining, it would be your gray bar (willpower).

That system needs more tinkering (meaning of "health" bar, of aggressive or defensive actions, etc.), but it has the added advantage of reusing the fighting icons (it's sort of... ecological  ;D).
« Last Edit: November 14, 2008, 04:17:28 am by khoridor »

Manar

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Re: Mining fish and hunting trees
« Reply #1 on: November 12, 2008, 09:13:03 pm »
Well, there is already a /fish command...
— Maanahr Ilde, Cartographer, Scout in the Explorers Guild.

Tontow

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Re: Mining fish and hunting trees
« Reply #2 on: November 12, 2008, 09:56:25 pm »
Yet you wont see many people fishing because no one knows where and what to fish for........

What can you fish for anyway?
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Kieve

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Re: Mining fish and hunting trees
« Reply #3 on: November 12, 2008, 11:23:09 pm »
I miss the /fish for gold "bug"... that was funny. I used to go goldfishing quite a bit. XD


Tontow

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Re: Mining fish and hunting trees
« Reply #4 on: November 12, 2008, 11:31:41 pm »
There is a good question.  When we fish, why isn't there a chance to hook some random junk like a gold ore or someones discarded leather boots?
Tontow's MapMaker Tool 2.0 : http://hydlaaplaza.com/smf/index.php?topic=33954.0 - Make your own maps by walking around and useing the /pos Command!
Site: http://sites.google.com/site/tontowmerlin/

zanzibar

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Re: Mining fish and hunting trees
« Reply #5 on: November 13, 2008, 06:13:21 am »
There is a good question.  When we fish, why isn't there a chance to hook some random junk like a gold ore or someones discarded leather boots?

One could ask the same about digging.
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Immaturity is FTW.

khoridor

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Re: Mining fish and hunting trees
« Reply #6 on: November 13, 2008, 02:29:11 pm »
Oh! good.
But how did you guys find out about the /fish command?
It's not in the /help, and I've never seen neither equipment, trainer, nor anyone fishing...  :detective:

Aiwendil

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Re: Mining fish and hunting trees
« Reply #7 on: November 13, 2008, 02:52:19 pm »
tab-completion is your friend ;). Try typing "/" + <tab> and look in your system chat. Or if that is too much information for you try "/a" + <tab>, "/b" + <tab>.... Works also with names. I think I would go crazy when I had to type some character names everytime.

Omni-Tom

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Re: Mining fish and hunting trees
« Reply #8 on: November 14, 2008, 12:06:08 am »
 Fish for a poison puffer fish that can be used for making poison possibly for thrown weapons.

 That would make fishing and ranged more desirable.

 Fish for food.

 Fish big tough fish for there hide or rather heavily armoured scales. (there researching a ancient scales fish and trying to apply it to body armour as it interlocks and makes it more affective) Might be interesting for for super armour, light and medium armours that are more affective. Trade skill only to keep there value.

 Fish for items to make cures and potions.


Kieve

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Re: Mining fish and hunting trees
« Reply #9 on: November 14, 2008, 12:28:38 am »
 /mine for fish!