I'm new here ...

by Luciano

Back to Ideas.

Luciano2005-08-13 11:37:07
Maybe this has already been suggested or maybe I'm just a complete 'newb' and don't know what I'm talking about yet. I've tried asking people IC before posting here though so cut me a small break.

I think there should be mining in Lusternia, maybe even a sub-skill to Forging. But with al lthe mines and places I think you should be able to get a pick-axe and a bucket and go mine your own raw materials and smelt them down. Hell even make it another skill trade to accompanying Forging like herbs does to alchemist.

any ideas? suggestions? Am I just out of my league?
Unknown2005-08-13 11:47:19
Thumbs up from me.
Shiri2005-08-13 11:55:12
I'm not sure if you're aware, but the mines (which the dwarven NPCs do) are a part of the economy, they already produce a given tithe of metals. I'm not sure why this is necessary, and I don't know what it would do to the economy since you didn't describe any implementation but it'd probably require a lot more work than it's worth.
Unknown2005-08-13 15:28:46
Perhaps put Low, Mid and Deep Strat Mining in Environment as seperate skills, each allowing you to dig deeper. As you do so, you have a greater chance of finding particular metal ores. These ores can be returned to the proper NPC's in the mining villages.
Pwease?
Marcalo2005-08-13 17:18:01
that sounds nifty
Luciano2005-08-13 18:12:47
Well I don't think it could hurt the economy, most cities buy for about nothing and sell for outrageous. The more player control you place on something the better the economic situation will be. Not in terms of wealth but in terms of RP.
Economics of the game 'could be hurt' by NPC shops for herbs or toxins or NPC refillers. I'm not saying remove these 'standards' such as the miners, leave them in there to maintain a standard.

For example, for those of you who have played Achaea there is Seasone, Seasone refills anything you'd want, most generally Health or Mana 300 gold per refill, this maintains a standard. Most Druids, Sylvans, Sentinels (Alchemists) sell for under Seasone's prices, why? because they can't sell for more or you go 'I'll just go to Seasone -OR- I'll find another alchemist.'

Now I know this is nothing like Achaea for the most part (spare the HELP AUTO reference to fishing.) But I'm just trying to show an example of what could be done if prices get out of hand with the raw ores. Serpent guilds in Achaea (Venomists) started getting out of control with their prices on venoms, thinking they worked ot hard for them to be cheap so they started jacking the prices up well then POOF! came the NPC refiller of venoms (Nohonxor.) and drove prices back down to resonable, then left. It was a good reminder that the administration would not let things just be turned into a monopoly.

There is no reason that city prices can't be maintained, to keep people from selling over whats considered 'reasonable' but it could make a good profit for the miners, just as herbs does. Because all they have in it is their time.

make it take awhile to mine the ore, and like was suggested, the higher your mining skill the better chance you have to find metals such as Gold or Silver.

add in skills to use different pick-axes and tools or such like that to fill the skillset. Make the Master skill Smelting, where they can actually smelt the metals theive recovered into steel, gold, iron, silver bars.

I just think mining is one aspect of Lusternia that could easily be made into a profitable trade skill (about the same as herbs, only less places to get them.) As well as add another level of player dependabilty from a Forger to a Miner as a Herbalist to an Alchemist.

Some people will make the arguement why not just make every comm a trade skill, well because that's not reasonable, Leather is a quest of sorts, same as Wood. Silk, Cloth those are understandable but there is, in my own opinion, no reason we shouldn't be looking for metals on the market channel

again, maybe the ideas don't make any sense but I am trying here.
Corr2005-08-13 20:28:55
If you go around to different villages and use BEG on the dwarves you can collect more minining materials for your village of choice.
Vix2005-08-13 20:36:56
QUOTE(Corr @ Aug 13 2005, 03:28 PM)
If you go around to different villages and use BEG on the dwarves you can collect more minining materials for your village of choice.
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That won't work. They're all greedy buggers and begging is no use on them.
Ceres2005-08-13 21:31:43
I love this.

I'd never be seen above-ground again!
Unknown2005-08-13 21:57:20
We definitely seem to need more metal, I think I'm for it.
Luciano2005-08-14 05:20:54
well awesome, guys, thanks for the support. What would be the next steps? hope the administration sees this? and cares and perhaps give us an answer one way or another one if it's feasible or not?
Richter2005-08-14 09:48:22
I was actually just thinking about this today (cause I liked mining on Runescape happy.gif).

But that was as far as I got, the thinking about it. I have no idea how such a skill would work.
Vix2005-08-14 20:14:57
QUOTE(Richter @ Aug 14 2005, 04:48 AM)
I was actually just thinking about this today (cause I liked mining on Runescape happy.gif).
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blink.gif Mining on Runescape sucked! It was more of a race to see who could get to the "magic ore-producing rock" first since peple there were so mean. Can't believe I even played that, ugh. sleep.gif
Unknown2005-08-21 00:56:48
Yeah, I realy would like to see mining aswell, Be a tradeskill i'm looking after... However I have no idea how to make it balance, cause of the ingame economy right now, I mean I see comm stores full of materials already.. sure, some are almost out, but If mining come in I think it would be all overstocked if nothing else was done...

However it would probely mean to tone down some the villager quests? Since what I understand they are the one producing the metals.
Unknown2005-08-21 01:08:02
Nah, we've got enough tradeskills already, and we have plenty of ways to get iron and steel.
Unknown2005-08-21 01:19:50
Its not just to get the comms I want it, I'm playing a dwarf dont think I have to say more tongue.gif

All other dwarfs can mine except me sad.gif
Unknown2005-08-21 01:33:16
I don't like the idea of a mining skill/skillset.

Don't know why. I just think it would throw stuff off.

As to Seasone, we had an NPC refiller, but only because Serenwilde held the "monopoly" on refills. After Glom came out, it was removed. It's a player-run economy, and a mining skill(set) would throw off the entire point of the dwarf quests.
Unknown2005-08-21 18:19:10
I think the suggestion was to have a 'raw ore' type commodity that could be turned in to the villages so they could produce slightly more ore. It would work in the same way giving a dead cow to the tanner produces slightly more leather.

If the dwarves just increase the total amount produced, then I don't think it would screw the overall economy or moot the dwarf quest since usually doing the smaller commodity quests don't make a huge difference.

On the other hand, this would work better as a skill in Environmnet than as a tradeskill if that's all it was for.

I'm not necessarily opposed, but I think there are far more innovative things the admin are working on right now. Remember, Estarra said it'll probably take another year just to finish the initial design documentation. At least, I think it was her.
Unknown2005-08-21 21:00:33
Yea, Estarra said that.

I hope that the 'raw ores' have a set amount, so that someone can't just flood the market. That's my biggest fear. If every cow is killed for leather, and given to the same person, there's still a maximum that can be reached.

That said, more dwarf questing!
Exarius2005-08-22 17:15:52
QUOTE(Temporary_Guido @ Aug 20 2005, 08:08 PM)
Nah, we've got enough tradeskills already...
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Depends on what you call "enough", but I say that as long as each is actually useful in its own way, there's no such thing as too many.

The greater the diversity of trade skills, the more interdependent players become, and the more the economy moves away from bashing toward something meaningful, dynamic, and realistic.