The author of this post is
Ardrun, who asked me to post it.
START of Main SuggestionThis posting addresses an expressed concern that the variety of new ore qualities would impact inventory slot usage. I read that the solution seemed to be limited to manual ore stacking that discards the value of choosing to support so many (300q) grades of quality.
I have a possibly new approach to how stacking might be used more effectively in at least two places in the game. I will start with the ore quality concern. Please bear with me as I set the premise for my suggestion. It just a small shift in thinking.
First, the notion of quality in ore is perhaps best regarded in a gaming perspective as just the amount of useable metal in the ore sample. Low quality.. more rock... high quality less rock and other impurities. I used this to guide my thinking on this suggestion.
Second, I read that currently the PS implementation does not use the ore quality to bias the quality of the end product achieved via the metallurgy skill. With the addition of that lack of direct impact the refinement process, I feel that my suggestion can make the addition of variable ore quality more meaningful and of more practical use to the game.
What these two factors led me to see was that the actual quality of newly mined success (ore sample) could be converted to a rule-based equivalent quantity as it is stored in the inventory. This would translate the quality value into a uniform unit of measure of mining success for subsequent processing. This then changes the loss from manual stacking to a means to directly reflect the quality in the success of the mining session (Yield). This allows the essential aspect of a quality attribute to be viewed in terms of its actual relevance to game play.
Example 1: A single 100q ore sample success could be converted to "two" currently default 50q ore samples to capture in a common stack as more usable metal found in that event success. Naturally a formulated curve from Rules would be used to best represent the desired equivalence for the quality to quantity yield.
Example 2: Three successes might produce ore samples with the qualities 10q, 15q, and 30q, they might convert to just over enough metal to yield a single 50q equivalent inventory sample.
With my suggestion the mined ore qualities would be virtual and need never be literally found in the game. Only that quality defined for the in-inventory stack would be items in game available for transfer to another owner
The Quality to Quantity Conversion would render zero or more full "50q" inventory ore samples, and with some partial/fractional remainder. To support that remainder portion to sum with successive mining successes, a feature already in use in training could be adapted to accumulate toward a full sample and then pass it to the inventory stack. This is needed just as for training to allow interruption and a later return to mining. There are numerous ore types to be considered needing this remainder to be saved/managed. Each accumulating remainder should be visible to provide the miner feedback on his/her effort. The remainders are also virtual and are not game items.
END of Main suggestion
BENEFICIAL SIDE EffectsPremise if the new quality is used to allow the low skill miners to get more successes, then ...
The side benefits of my main suggestion would be that newer miners, especially, can get more successes with lower skill without returning with an excess of good ore. Ore sample qualities below 50q would be made possible for a higher frequency of hits that stack slower due to the conversion of quality to quantity.
The slower accumulation of lower quality samples early in mining skill development providing a lot more visibility into the current training session and a better sense of skill progress with more stepwise satisfaction. I believe new players will welcome more finely graduated results as well as better appreciate ore quality in the game play. The qualities of the successes would be reported in the mining status, using a comment of both a newly completed sample and/or the partial sample progress.
ADDITION UTILITY of Main SuggestionThis suggestion could be applied to gem enchantments. It could be used to decouple the direct performance successes of the enchanters from those of the miner, lowering the compounding of failures from the two efforts to the general perception of grinding in game.
From the miner's perspective, low or high skill should allow results that can be scaled over their respective mining yields to map to a contribution to the demand for appropriate gem qualities. The quality to quantity conversion would allow the default quality of the gem stacks to be set to be closer to a sensible value to map the enchantment skill failure-success curve with more (DEV-side) predictability, such that the end results would not overload the intended rarity.
All get to experience some level of success to encourage renewed efforts. The curve of the gem quality vs enchantment results should define not be dominated by failures, but the strength and rarity of the greatest successes. Being gems, they have a fragile aspect which can be used to determine their peak results and duration of use. The best gems may reach very near perfection, but usage should strain such perfections.
My suggestion can be scaled/tuned is through the value of the "defined" default chosen for each inventory sample/stack type. As with ore the curve of the mining results is played against the needed quality of the next phase crafters (metallurgist for metal, enchanters for gems.)
The appropriate default quality stored by the miner would be gems that can support the enchanters need for high quality. High enough to provide both a gem that can pass the stressing of enchantments and have a stability/duration to last long enough to be worth the effort.
The level of enchanter skill should likely be focused on the duration of the enchantment made more difficult by the intensity/level of the spell used as the focus in the enchantment. Much of that detail is subject to change as the new magic system is defined.
The high requirements from enchanters balanced with the miner's event success results can yield numerous hits for the miner. The use of a higher gem stack quality conversion target can represents all the work needed to provide enough (converted) mining gem samples such that the enchanters might be "imagined" to have reduced a larger pile of widely varied quality gems into a pile of suitable selections.
To sum up:
- no inventory slot impacts from excess types
- fuller use of the quality attribute
- improved leveling feedback and sense of progress
- better success curves for miners and enchanters
- earlier game contributions - yield scaled by skill
- decoupled curves for ease of mapping inputs to needs