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#41 (permalink) |
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Junior Member
Join Date: Apr 2008
Location: Australia
Posts: 66
Rep Power: 1
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Why would these mines have to be secret? I think the option should be there to mark the nodes on your world/area map, maybe I'm just a lazy player but once I've found something I like to go there with ease and at any time, again and again.
I like the idea of an underground mine though with a geologist having to come in and assess the area. One thing that pisses me off royally about mining/gathering in most games is that if you spend hours and hours and HOURS gathering these resources, other than getting a rank 'x' in your journal, not much else changes. If I've put the time in, I believe that you should gain a little reward in the amount of time it takes you to gather said resource. Say it takes a rank 1 person 5 seconds to gather 1 resource, if your the highest rank it should take you less time, ie 3 seconds. Just my beef with grinding for resources, I imagine there is a whole world of issues that I'm not anticipating but it just jacks me off with the time spent. |
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#42 (permalink) |
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Member
Join Date: Apr 2008
Location: Sweden
Posts: 379
Rep Power: 1
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Im happy if there is no "nodes" in the middle of nowhere but actual quite realistic spots.
And nothing stupid as like just becuse you are in a mountain area a node is there like a rock and you start mining it or you are in the woods and not shoping down trees like in Vanguard but hammering on a dead logs on the ground. |
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#48 (permalink) |
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Junior Member
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Why not have vein's placed by SV which then can be turned into mines by players, also you would have to spend mats and money into the mine by reinforcing the shafts with wood or steel placing work stations also carts and other stuff.
Also if they place in that manner you would see interesting guild battles for example a guild of metal craftsmen would have to hire mercs because of there low combat skills also if the mercs discover that its a gold mine they can keep taking support from there employer until they kick out the enemy guild then refuse to hand it over.
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Ignorance is bless to the wise anyways cause i cant believe what the fanboys fork out for shit well except the fangirls cause they actually like the crap they buy. Your input is required: http://www.mortalonline.com/forums/2...d-housing.html Useful ruins: http://www.mortalonline.com/forums/2...html#post51989 |
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#49 (permalink) | |
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Junior Member
Join Date: Sep 2008
Posts: 66
Rep Power: 1
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#52 (permalink) |
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Junior Member
Join Date: Apr 2008
Posts: 43
Rep Power: 1
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I like the way UO did mining, but with some tweaking needed.
I also hate the way AoC and WOW do it. Also the same as tree's, why do i have to spend 5 hours in a forest to find a tree that can produce wood?!!? ie AOC You should be able to chop wood from any tree, depending on what tree you chop should depend on what wood you gather. Same as mining, mining a mountain may just produce normal ore, but findind a gold, silver or diamond mine would be an exception, of course over a period of time or constant use this mine would deplete into normal ore or just plain rock. maybe over a long period of time the resource may return, maybe a few months in game time would surfice. allowing the more extravagant miner/woodsman to traval afar to collect rare resources for exceptional items. resource gathering is a huge part to some gamers, prefering it to actual pvp, pve or roleplay. So it is very important to get the trade system 100% right, Old UO is a great example, im hoping in MO every item can be created, and even have an important use in the world we are going to live in. UO had a huge amount of creatable items, some were of use others were of complete no use lol but even items down to a smoking pipe, and herbs you can smoke for example would have a great feel to a game such as this. There are many items i could list but this was the 1st i could think of, i dont even smoke in RL so god knows why i suggested this one |
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#53 (permalink) |
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Member
Join Date: Jul 2008
Location: SC, United States Clan: Aegis Imperium Playstyle: PK/PvP
Age: 22
Posts: 1,754
Rep Power: 5
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ahh mining.. brings me back to my first days playing UO as a lowly miner/blacksmith. i spent most of my first couple weeks in UO without leaving minoc very often, other than to do random exploring, getting killed, and then running back to the mines.
i totally agree jade. the mining system in UO was far better than something like WoW, where a random vein would spawn and you would know exactly what it was by looking at it. "oh look, a big green rock. must be a fel iron vein." i much prefer having to chip away at rocks, searching for ore, but sometimes getting only rocks and rubble. in most cases, it shouldn't be so easy to find precious ores. also, when ore "respawns" (as it will most likely have to) it shouldn't always be in the same place as it was before. like some have mentioned, i didn't like in UO how you could know that a specific spot always produces valorite, verite, etc. it should change, so people have to constantly search for those rare ores, rather than knowing exactly where to find them every time.
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/thread ________________________________________________ Killer 100.00%, Achiever 46.67%, Explorer 46.67%, Socializer 6.67% |
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#55 (permalink) | |
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Member
Join Date: Oct 2008
Location: California
Posts: 718
Rep Power: 2
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#56 (permalink) |
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Newbie
Join Date: Oct 2008
Location: USA
Posts: 2
Rep Power: 0
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I've been watching the forums for a while now and finally decided to join, so here goes.
Shinzon's idea about spawning monsters in the dungeon sounds like a good idea. When I played TLK several years ago, in order to keep people from botting in the mines, monsters would spawn after certain amounts of time depending on your level. In order to fight the monster you'd have to re-equip all your armor, as to mine you'd have to equip a miner's garb and pickaxe, making programmers shy away from implementing the feature into their bots. (a headache). Mining in the game was very simple going to mine1, mine2, mine3, etc etc. Random stones would spawn everywhere, repeatedly hit with pick, and if ore came out, you took it to a blacksmith to have it turned into a bar. For example, I mined a rock, and three "Iron ore" items drop, take it to blacksmith of appropriate level, he smelt's the three into one "Small Iron Bar", etc etc. I personally would like to see items be player made. No NPC blacksmiths etc. It really adds depth to the game. Have a "general merchant" for basic items, etc. We had players that would only focus on mining, and others focused on blacksmithing, and they formed unions and relied upon each other for everything. Of course, the miners and blacksmiths always had an easy time when they would fight, because they'd always have the best equipment. They might not be a high level warrior or whatever, but they had an easy time surviving.
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#57 (permalink) | |
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Junior Member
Join Date: Sep 2008
Location: Norway
Posts: 96
Rep Power: 1
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Quote:
Makes me think of Oblivion, where monster encounters was based on your level...wtf...sooooo lame
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IDOC hunter |
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#58 (permalink) | |
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Member
Join Date: Sep 2008
Location: Sydney, Australia
Age: 20
Posts: 385
Rep Power: 1
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Quote:
As for Oblivion deathspellomega, there is a mod called Oscuro's Oblivion Overhaul which allows the game to not scale monster levels based on the character but are predominantly set. This means that you can be level 20 and easily kill a rat but would have difficulty against more difficult creatures. I know it's off the topic but I had just discovered it and thoroughly enjoy trying it out |
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#59 (permalink) | |
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Junior Member
Join Date: Sep 2008
Location: Norway
Posts: 96
Rep Power: 1
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Quote:
But now we are off topic deluxe
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IDOC hunter |
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#60 (permalink) |
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Member
Join Date: Oct 2008
Location: California
Posts: 718
Rep Power: 2
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Get back on topic you off-topicy off-topicers!
what? I like underground mines, that have underground lakes, that lead to secret tunnels, through which you might find a hidden city, that contains a sealed crypt that unlocks a mystical portal, that releases a ...... |
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#62 (permalink) |
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Newbie
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Incorporating a bunch of other's suggestions, I think a really good system would go like this:
You can mine rocks/mountains with a 10-30% chance of success. You can also go to a mining zone/quarry and mine with a 100% chance of success. The mines/quarries are exhaustable after, say 500-10,000 swings depending on the size/density. You have to move from spot to spot after each mining attempt because it will take like 5 minutes for the ore to respawn in that spot (though each wack in the zone depletes from the predefined mine/quarry limit). The mines will regenerate 10% of their total per day so mines near cities will be mined out very quickly. This leads to the necessity for expansion and frontier settlements or houses near mountains where a guild can accumulate wealth over time and then caravan it to a city to sell. Different mines will have different frequencies of different ores like iron, copper, and gold and even gems. A normal mine won't have any gold. A low-gold mine will have maybe a 5% chance of gold, 85% chacne iron, and 10% something else. A gold heavy mine might have a 30% chance of gold per swing. The large resource rich mines will become hottly contested zones for guilds to monopolizes the resources, so too will they be zones where player killers and theives go to hunt miners and get rich, but so to...will more powerful monster be attracted. Monsters bands will spawn to attack caves every once in a while. They will also inhabit mines when there has been less than a 10% withdrawal in a two day time period in which case it will become something of a temporary dungeon. I believe this system makes mining fun and dynamic. It adds a lot of depth and strategy points to the game and is also a bit more realistic than some other models. Most importantly, it calls for travel and exploration or utilization of rumors and word of mouth and player interaction to find the good spots, utilize them, and be safe. |
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#63 (permalink) |
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Member
Join Date: Oct 2008
Location: California
Posts: 718
Rep Power: 2
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I like the general premise of your suggestion and implementation, particularly the mixed ore types in a single mine or quarry.
In regards to the mobs, I would reference Lachrymoses idea of roaming mob bands. Certain mob types might want ore (such as orcs or humanoid creatures) but many might just want to rest during day (nocturnal creatures) while others are hunting miners. It would be nice if they acted intelligently only attacking when they had the advantage and only when it was fitting for their type of creature to do so. |
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#64 (permalink) | ||
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Member
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Quote:
Hehe, you mention a tooltip that tells you what kind of ore it is.. Well, that got my creative juices flowing.. Wouldn't it be nice if there were no tooltips to tell you what an item was? Aside from crafted items that is. That way pretty much any non-crafted item or resource in the game would have to be named by the playerbase. We'd recognize it by shape and common name only. I would really like that Quote:
Having monsters spawn within mining areas in say, the UO sense wasn't so bad.. My miner rarely had trouble with the weak orc or corpser.. Now the Reapers on the other hand would tear me up if there were more than one but I was always fine with going to a different spot if I were to come across more than one in a certain spot. I just don't want to see any sort of scenario where you have to be in a group in order to mine a resource. There is no good reason to enforce the idea that a player must be in a guild in order to produce the best wares. Also, someone mentioned being able to gather wood from any tree.. That's also something that you could do in UO. Kind of weird how every game since UO seems to have gone backwards in terms of intelligent design, isn't it? Let us hope that MO gets it right! |
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