Author Topic: A thought for the mining system.  (Read 6801 times)

Saphire

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« Reply #30 on: August 14, 2003, 02:30:25 am »
Mithril and Adamant have been used in MANY various fantasy worlds; one of them being The Lord of the Rings. Remember Frodo\'s mithril chain main? Yup. :D

Oh, and Mithril is Steel and Silver combined, and adamant is like, 2 parts steel 1 part black steel or somthing... but their \"special\" attributes dont pass over from fantasy to real life. Mithril and Adamant are both used in crafting and arts stuff doing with figurines and stuff; as they\'re too weak a alloy (combination of two or more metals. Bronze is copper + tin, for example\'s sakes.) to be used in weapons/armor.

Oh, and i did not once say the word \"Runite\" in the other posts nor did or ever will suggest it as a metal, because runite is used in runescape and Adrew Gower would prolly sue us... ;)  :P
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Monketh

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« Reply #31 on: August 14, 2003, 03:09:11 am »
Though he wouldn\'t sue us (at first), that would be a a very cheap ripoff.  Instead we should Groovadelic-Monkethemnesuimiteon, it\'s tye-dye shinyness would stun and confuse your enemies :P
Seriously, I\'m sure you can think of a better metal. :)
« Last Edit: August 14, 2003, 03:09:55 am by Monketh »
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Drilixer

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« Reply #32 on: August 14, 2003, 04:51:17 am »
I still havn\'t been convinced from what you said that your idea is any better than having public mines - public mines would have creatures and traps anyways - just the dirt and cave in thing is way little off and I don\'t think builders should have a part in mining unless if you want to break the building skill down into various sub skills like: tower builder, mason, bridge builder, minecrafter... etc etc...

Edit: and in case you can\'t tell I don\'t like the idea of breaking down the mining skill either

Saphire

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« Reply #33 on: August 14, 2003, 09:12:29 pm »
did i say i was trying to break-down the mining skill into other things? no.

its just that while i had spent my time in runescape as a miner (to begin with, before the update removed the option to be a miner) mining was highly tedius and borring. even with monsters around, it was \"ugh, 2312 more exp... x # of coal... y # of hours... and z # of clicks\"

All the mines in RS are public, and thats the problem i had. if i wanted to mine coal i could try the wilderness level 11 and be owned by the level 13 \'pure\' punk with a rune 2h or long and lose a load of coal... or i could try going into the dwarf mines and get coal there, but the outside non-level required area was always full, and the level-required area was always empty; and the level-required area was a good 40 levels away from my level. this left me with little ore and thus little exp.

if i could go, find a private mine that only i could own, and mine out in solitary i would, but there are none so i quit. so thats what these other mines are for. for a player to go into, and mine out either alone or with his/her miner friends so they can gain a level (if there are \'levels\') or whatever they need without having to sit by a rock in a public mine only to lose to the mass of 10 other people trying to get the ore you also want. :(

its not faster, you just get more ore and alittle more exp; without some 5 people slowing eachother down and taking forever to get a full load. that and the idea is rather unique; something that no other MMORPG has... i think.

[e]also think that builders will be apart of almost every other skill. the builder builds a safe house out in the middle of monster-infested no-where for fighters/mages to use and recouperate in. its only fair they should have a hand in gaining more exp in constructing stuff for miners; like floors for faster travel. One skill, many abilities.[/e]
« Last Edit: August 14, 2003, 09:16:22 pm by Saphire »
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Saphire

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Any more thoughts?
« Reply #34 on: August 24, 2003, 11:02:35 pm »
Sry, but... bump.

Im just asking if anyone has anymore thoughts on this idea before it falls into the land of obscurity and dust (aka page 2) :P
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Drilixer

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« Reply #35 on: August 25, 2003, 02:34:44 am »
public mines roxxorz!!!

elachlan

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« Reply #36 on: June 13, 2004, 01:39:44 am »
you should be able to smith coins from gold (with a very high lvl of course), becuase it would be conterfiting it should be ilegil which would make it more rewarding but gives you a bad reputation and makes you more inclined to get into trouble with the law enforces but more inclined to become a member of a crime guild. it would score you points with them.

Kiva

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« Reply #37 on: June 13, 2004, 02:06:31 am »
You see, in fantasy worlds there is no \"real\" coin system. It\'s based on purity of the coin, and weight. If you have a pure gold coin, weighing 1 lbs, it would be worth so-and-so flour, milk, etc. If you happen to mine crystals, you can make your own coins (that\'s rather difficult, though) or you could sell them to the coinmakers for some coins. However if you wish to make illegal coins, it would be to use fake-gold or mix gold and iron, making non-pure gold coins, etc. (By the way, dwarf coins are ALWAYS worth twice as much as human coins. No matter what. They simply smelt their gold more efficiently, and shape their coins better. No way to get around it.) :)

To make a diffrent version of the public/guild mines, you could allow people to buy small parts of lands somewhere in the world. So if your guild stumbles across a small valley full of precious metals and other goodies, you could ask permission of the government to buy that plot of land, and only guild members (or you alone) would be able to mine it. However, buying land areas full of minerals isn\'t cheap, especially not if you know there is something of value there. However, public mines are mines made on some random spot where any person can go in and start chopping. :)

The land-buying thing can be used for just about anything. You can buy your own forest or a lake, however not everything should be for sale. Mostly remote locations that noone bothers visiting anyway, and that isn\'t close to some town or another. Otherwise the government would obviously just go claim all the stuff for themselves. :)
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Melbourne

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« Reply #38 on: June 13, 2004, 09:35:46 am »
Quote
Originally posted by Gronomist
The land-buying thing can be used for just about anything. You can buy your own forest or a lake, however not everything should be for sale. Mostly remote locations that noone bothers visiting anyway, and that isn\'t close to some town or another. Otherwise the government would obviously just go claim all the stuff for themselves. :)


I kinda like the idea of privately owned land.  Only you would get to decide who gets to enter the area.  Of course, you\'ll probobly have to pay property tax.
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elachlan

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« Reply #39 on: June 14, 2004, 04:29:02 am »
the problem with buying land is the world would have to be really big and if there are as many people as i think there are (in planeshift) then there will be a problem because of all the people that buy up everything and then take over most of the world a slitly bent version of world domination just cost more.:)

P.S. plus the server lag it would have to store all the information of each land sale and buying and eventually you would have really large areas where you cant go.
« Last Edit: June 16, 2004, 10:46:04 am by elachlan »

Zeraph

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I like the mining Idea but not the owning land:
« Reply #40 on: June 17, 2004, 05:50:59 pm »
what about monsters in the caves that mine ore, you could have a warrior / mage go into a mine for ore & kill monsters that collect or hord it in obscure places.

:emerald: But we must balance it to keep away from monster bashing, maybe many quests would be to get ?10 Minom Hides? & return to a npc dwarf & he gives to some ore he just mined or something? Lots of randomly generated quest like that.

:diamond: I like the idea of many different ores, it would be nice to make a wall that you must dig through & the server randomly generates a sub-tunnel for them to break through & then they make an opening everyone rushes in & starts mining new ore, after most of it is mined up & everyone abandons the sub-tunnel it collapses to form a wall. & After a while the server generates a new sub-tunnel different from the first were you can mine different kinds of ore. This would be in the main mining system.

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Aeterus

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« Reply #41 on: June 21, 2004, 09:26:51 am »
Well, there are alot of good points throughout the various posts, these are my 2 cents :

1. instead of making alot of different metal ores, in my opinion (and as it was suggested in the original thread post) there would rather various ores,minerals and such - so you mine a certain number of metals, yet you can mine minerals such as sulphur (used to heat forges every hour or so, to heat ovens and etc), coal and other minerals, various types of gems, etc ...

2. when planning the mining procedure, care should be given to beginner and veteran miners, i just think a low level miner who mine simple materials shouldn\'t worry about too much, and a veteran miner who mine high-grade materials should worry about dangers (monsters, etc), and depth (rarer materials go way deeper into the mines) which means plans of how to carry it to the mine enterance.


3. to give a skill depth (or should we say prevent it from being so dull as a click and get), you don\'t have to have grand things like cave-ins, or frames - as much as they are realistic and of course really cool, they are demanding when it comes to computer power and design/programming time.
Just in the same way a \"bad\" game will have a smith turn materials into a sword, and a \"good\" game will have him spend a little more time in the various stages of making (blade heating, hammering etc),
a miner can and should, in my opinion, have some stages of his own, if you think a smith does the smelting than i have to break it, it\'s terribly wrong - smithes never had and never should work with non processed ores (not to mention how heavy it is) - and since there obviously shouldn\'t be a special skill to it, i think a miner should take care of the smelting, which enriches this skill quite a bit.
* most of the mined ore is dirt, so the miner gets rid of a lot of it in the smelting process, plus he needs to heat every once in a while the smelting oven/forge, to turn the processed ore into metal ignots. (based on coal/sulphur or so)
* as it has been mentioned well in a couple of previous posts, a lot of finished materials are made of a few different kinds of ore, so to make say mythril, you need to smelt processed silver and iron together, etc ...
this somehow brings sanity if there are a lot kinds of different minable ores.

4. about the guild thing, i\'ve been thinking pretty much the same, mining guilds (or companies as it has been in our past) ussually had mines filled with carts and support wooden frames, and smelters equipment near the mine enterance, those are various things which are made to speed \"group\" mining.
I think this is a good idea, and it can introduce a really good workflow, as roles can be devided in order to have a bulk production rate which gives your guild a good reputation as a supplier (a good way to ease the time it takes to sell the fruits of production).
But it seems guild was reffered to a clan at some posts, and to a guild in others.
I think having a clan owning a mine or so is very terrible, as for guilds i think it\'s great since guilds are the signs of a living economy, (guild is a hierarchal group of people sharing the same job) in my humble opinion seeying self-efficient people who sell their products-completly-made-from-scratch-alone is simply childish, stupid and unrealistic at all.

Cyberchu

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« Reply #42 on: June 29, 2004, 06:46:16 pm »
Why not have new mines appear by monsters breaking through

Example

Player X is walking along with his group when sudenly they hear a crash and when they go to investigate they fin that a knew mine has opened and spider like monsters are crawling out the hole
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Covetski

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« Reply #43 on: June 29, 2004, 10:17:01 pm »
Idealistically the caving in process should have effects on the higher lvls, so cave in = lower highest lvl, but you should be allowed to build beams that hold the mines up (I\'m not so sure wooden would hold a city though) so  there should be differrent materials to make the beams.

irrosion from rivers could \"erode\" the dirt which results in discovered ore and ore \"patches\"

obviously to mine deeeper means mine harder ground = more skill required the deeper the less paatches (but more valuable)

speaking of irrosion, river irrosion can cause caveins too

the monster idea WOULD work if it wasn\'t for the fact that they have to get into there somehow so there would actually be an entrance before the new one was started (unless the spider layed eggs and the eggs \"seeped\" through the dirt into an empty chamber(unlikely))

if a cavein occurs, the new top lvl is hard to mine as the old second layer etc. untill the weather has eroded it a bit

one ore idea on irrosion: Irrosion-based quests??? \"put up three granite beams on the coords (x,y) on a certain lvl in the mines else the city will cave in\"????

josephoenix

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« Reply #44 on: June 29, 2004, 10:30:39 pm »
*psst its spelled \"erosion\"*

I think that every so often, if a mine is left unattended, monsters will breed in there and they will have to hire a warrior or mage to clear it out so its in working condition once more... The payment for the mage/warrior might be accomplished better in \"barter\" than in conventional money. At least for the warrior, they could trade for that service metal that they have mined and smelted which the warrior could then use to get a new sword from the smithy. yee, overstuffed brain is leaking ideas out my right ear and into the forums :P

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