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What do you think of this mining feature?

KonfessKonfess Member RarePosts: 1,667

I don't want to implement surface mining nodes.   I also wanted to stay away from auto -harvesting equipment.   New players should go out into the world and find a job.   I'm a fan of resource harvesting,  so the first jobs could be farmers, fishermen,  lumberjacks, and miners.  

 

Let's focus on miners.  So a miner could set off in search of surface minerals.   They could find a high concentration location,  and start prospecting.   They would have to fill an individual's material transport vehicle  (cart, wagon,  or wheelbarrow ).  The ore would then be taken to a processing station.   This form of surface harvesting would produce a lot of waste and little  (ug) of the desired material.

 

If the miner sought employment at a commercial NPC mine.  Then they could learn to use industrial tools,  and produce more.   The material would still be loaded onto an NPC material vehicle  (truck or train ).  The material would still be taken to a processing plant.  Vastly more waste would be produced, but so would more crafting material.

 

When the job is taken, the player decides how they will be paid.   All credits and no resources,  or some resources and some credits.   When employed the players don't have direct access to the resources.   They either get paid in crude and under refined material.  Or they buy the higher grade NPC resources off NPC  vendors.   They could also buy the possibly  highest quality from other players on the Auction House.

 

Harvesting would be slow and labor intensive.  Only those dedicated to the process will be involved.   I glossed over this before,  harvesting and refining will take place far apart.   This will require transport and security.   The threat could come from NPCs, players, or a mix of the two.

 

Players that want combat jobs would sign up for escort / protection jobs.  So that if and when combat broke out, they would be there for it.

Pardon any spelling errors
Konfess your cyns and some maybe forgiven
Boy: Why can't I talk to Him?
Mom: We don't talk to Priests.
As if it could exist, without being payed for.
F2P means you get what you paid for. Pay nothing, get nothing.
Even telemarketers wouldn't think that.
It costs money to play.  Therefore P2W.

«1

Comments

  • DibdabsDibdabs Member RarePosts: 3,239
    Originally posted by DMKano

    I think it could work in an inde-old school game just fine, something for gen1 old school vets.

    I also think that the current generation of gamers would find it far too tedious.

    Just my 2c

     

    It sounds interesting, but yes.  I also think people forget that games are played for a combination of fun and escapism, not to replicate a boring day job.   :)

  • KonfessKonfess Member RarePosts: 1,667
    Originally posted by DMKano

    I think it could work in an inde-old school game just fine, something for gen1 old school vets.

    I also think that the current generation of gamers would find it far too tedious.

    Just my 2c

     

    Sure it's tedious.  I want it to feel indie and old school, but also modern and alive.  I read so many requests for a sandbox where players can forge their own paths.  Thats what I hope to do.

    When I play an MMORPG I craft mainly to meet my needs.  I don’t craft to get rich or make a name for myself.  But I don’t want to see every player with a combat class and a crafting class or two.  

    If the player goes crafting they give up the equivalent in combat

    Pardon any spelling errors
    Konfess your cyns and some maybe forgiven
    Boy: Why can't I talk to Him?
    Mom: We don't talk to Priests.
    As if it could exist, without being payed for.
    F2P means you get what you paid for. Pay nothing, get nothing.
    Even telemarketers wouldn't think that.
    It costs money to play.  Therefore P2W.

  • QuirhidQuirhid Member UncommonPosts: 6,230
    Doesn't sound appealing. Don't want to sit around "guarding" miners either. Even if I get paid. I'd rather raid the transports, do the resource gathering "the fun and easy way".

    I skate to where the puck is going to be, not where it has been -Wayne Gretzky

  • free2playfree2play Member UncommonPosts: 2,043

    Forced grind always ends up being a breeding ground for bots and RMT. I don't say that because I want to pee on your cornflakes. 90% of my online game time is spent gathering and crafting when the games allows me. Even in cases where I don't need to and in the age of no decay, that's all of them and that's always the go to excuse for making crafting back burner.

    The only two games to effectively incorporate a system like this are EVE Online and SWG PreCU. EVE Online has a manufacturing system that has you replicating identical versions of templates and the bot problem has always been an issue. It's an ISBoxer heaven there, even with the new policy restricting ISBoxer use. 'Mudflation' is also an issue in EVE but that's tied to PvP decay and a culture developing where loss is discouraged even though it's the only form of resource decay.

    SWG had a dynamic stat resource system and decay that gave people a reason to want to replace gear but it had bot and RMT through the roof. It also had perceived balance issues because of the possible quality of gear through a large stat variable. The gear was balanced on an average of 50% stat but as people gathered more and more higher stuff, they were creating more and more powerful gear. This could have been balanced as time went on but it after CU and NGE it was the least of their worries. In their WoW envy, they killed the game on grander levels.

    Another game to play gathering similar to what you describe is Runescape. I'm not sure how Runescape would have done as a full client 3D MMO but it was a curious game to play and it succeeded as an Online game.

  • XxeroxXxerox Member UncommonPosts: 126

    Mines. Actual mines

     

    This is what i think mining should be!

     

    You look around and find a cave. Or you make one yourself somewhere.

     

    Maybe the cave has monsters? You kill those monsters, and do probes. At the end you find something, and build a mine there that belongs to you. Little by little you expand and dig, untill all is gone, or untill some other player comes and takes it over, or untill monsters destroy it. or you destroy a wall and surface to ancient ruins full of breath taking loot and lot lot of treasures.

     

    And while your mine works you can keep exploring and looking for other mines. That way you can fully optimise the mining profesion. - Find, mine, sell.

  • KonfessKonfess Member RarePosts: 1,667
    Originally posted by free2play

    Forced grind always ends up being a breeding ground for bots and RMT. I don't say that because I want to pee on your cornflakes. 90% of my online game time is spent gathering and crafting when the games allows me. Even in cases where I don't need to and in the age of no decay, that's all of them and that's always the go to excuse for making crafting back burner.

    The only two games to effectively incorporate a system like this are EVE Online and SWG PreCU. EVE Online has a manufacturing system that has you replicating identical versions of templates and the bot problem has always been an issue. It's an ISBoxer heaven there, even with the new policy restricting ISBoxer use. 'Mudflation' is also an issue in EVE but that's tied to PvP decay and a culture developing where loss is discouraged even though it's the only form of resource decay.

    SWG had a dynamic stat resource system and decay that gave people a reason to want to replace gear but it had bot and RMT through the roof. It also had perceived balance issues because of the possible quality of gear through a large stat variable. The gear was balanced on an average of 50% stat but as people gathered more and more higher stuff, they were creating more and more powerful gear. This could have been balanced as time went on but it after CU and NGE it was the least of their worries. In their WoW envy, they killed the game on grander levels.

    Another game to play gathering similar to what you describe is Runescape. I'm not sure how Runescape would have done as a full client 3D MMO but it was a curious game to play and it succeeded as an Online game.

    Hi, I’m Konfess of the Tarquinas server, M-Carbineer M-Creature Handler M-Elder Jedi (M-TKA M-Commando M-Dancer M-Musician).  My play time in all the games that I have played are influencing me in my overall design.

    Design Goals

    • Item Decay
    • Static Decay : general over time, finite life span
    • Dynamic Decay : Use, wear and tear.  Speeds up static decay.
    • Repair : non absolute, Never to 100%.  Decay is absolute
    • Gear / Loot : NPC (starting gear) < Loot < Player Made < Player Made(Enhanced / Researched)
    • Alignment : Multi-faction, Both NPC and Player made, a faction that isn’t dealt with will grow.  Dynamic factions, territorial and positional.
    I haven’t included all my goals, just what I thought would add meaning.  I’m aware of ISBoxer.  But I am also a fan of macros.  I leveled M-Carbineer M-Creature Handler M-Elder Jedi over months by hand, but I macroed M-TKA M-Commando M-Dancer M-Musician in days.  In a decaying destructible world that is running 24 / 7 (except when the servers are down).  Stuff shouldn’t be vulnerable.  And the world shouldn’t feel empty because it’s not prime time.  So when the player is not logged in and active, the Player Character (PC) becomes an NPC or Bot.  The PC will go to work, tend to its needs, and defend itself, property, friends, and allies.  Besides keeping the world looking lived in the system  will also deal with skill and attribute decay.  If you don’t use it you lose it.  The system is still in development.

    Pardon any spelling errors
    Konfess your cyns and some maybe forgiven
    Boy: Why can't I talk to Him?
    Mom: We don't talk to Priests.
    As if it could exist, without being payed for.
    F2P means you get what you paid for. Pay nothing, get nothing.
    Even telemarketers wouldn't think that.
    It costs money to play.  Therefore P2W.

  • KonfessKonfess Member RarePosts: 1,667
    Originally posted by Quirhid
    Doesn't sound appealing. Don't want to sit around "guarding" miners either. Even if I get paid. I'd rather raid the transports, do the resource gathering "the fun and easy way".

    The design goal of this crafting system is to support or encourage open world PvP / PvE.  The alignment system also supports the crafting and PvP / PvE.  The lawful supply chain could look like this :

    • Harvest
    • Transport
    • Process / Refine
    • Transport
    • Manufacture Components
    • Transport
    • Assemble Finished Goods
    • Transport
    • Vendor
    Any of these steps could be attacked and looted for items, subject to dynamic decay.  For an evil supply chain this would be the fun and easy way I suppose.

    Pardon any spelling errors
    Konfess your cyns and some maybe forgiven
    Boy: Why can't I talk to Him?
    Mom: We don't talk to Priests.
    As if it could exist, without being payed for.
    F2P means you get what you paid for. Pay nothing, get nothing.
    Even telemarketers wouldn't think that.
    It costs money to play.  Therefore P2W.

  • KonfessKonfess Member RarePosts: 1,667
    Originally posted by Xxerox

    Mines. Actual mines [edited for space]

    You look around and find a cave. Or you make one yourself somewhere.

    Little by little you expand and dig, untill all is gone, or untill some other player comes and takes it over, or untill monsters destroy it.

    I don’t want mining to be a game of who can hollow out the world the fastest.  This is not Minecraft.  The systems I am experimenting with :

    • Mining Licence :  All land and resources are owned by a governing body.  The right to search for a mine must be bought.  The cost will limit or prohibit every player from mining.  A similar thing will be done for other harvesting.
    • Mining Claim : Once a location has been found, a claim must be bought of the land and resources.  Again, the cost will limit or prohibit every player from mining.  A similar thing will be done for other harvesting.
    • Installation :  Then the supporting structures must be built.
      • perimeter : Walls, fencing, gates, and security towers must be laid out and built.  
      • Support buildings : Mine entrance, crew barracks, dining hall, equipment storage, material storage, transport parking, medical, and crew moral facilities.  Once more, the cost will limit or prohibit every player from mining.  A similar thing will be done for other harvesting.
        • A small mine would cost less, but would be harder to defend and produce less.  
        • Medium mines would cost more, but would be easy to defend and produce more.
        • The large mine would cost even more, but the cost will limit or prohibit every player from mining.  A similar thing will be done for other harvesting.
    • Once again    item decay.
      • facility upkeep costs
      • crew costs
      • minerals will eventually deplete


    A miner will not stumble upon diamonds.  They will harvest a quality of ore (generic rock) that will be stored then eventually transported to another facility for further processing and refinement.  At this level can minerals be discovered and extracted.

    I want mining to be best left to NPCs or very wealthy and powerful players.  I want the game to play like an RTS that the players are RPing in.

    Pardon any spelling errors
    Konfess your cyns and some maybe forgiven
    Boy: Why can't I talk to Him?
    Mom: We don't talk to Priests.
    As if it could exist, without being payed for.
    F2P means you get what you paid for. Pay nothing, get nothing.
    Even telemarketers wouldn't think that.
    It costs money to play.  Therefore P2W.

  • thunderclesthundercles Member UncommonPosts: 510
    Sounds interesting to me. Keep developing it. Do you have a website or kick starter?
  • KaledrenKaledren Member UncommonPosts: 312
    Originally posted by Quirhid
    Doesn't sound appealing. Don't want to sit around "guarding" miners either. Even if I get paid. I'd rather raid the transports, do the resource gathering "the fun and easy way".

    "The fun way" is subjective, the "easy way" is for those that shouldn't be playing MMORPG's.

  • KonfessKonfess Member RarePosts: 1,667
    Originally posted by thundercles
    Sounds interesting to me. Keep developing it. Do you have a website or kick starter?

    Not done yet.  I was only half satisfied with it. 

    Pardon any spelling errors
    Konfess your cyns and some maybe forgiven
    Boy: Why can't I talk to Him?
    Mom: We don't talk to Priests.
    As if it could exist, without being payed for.
    F2P means you get what you paid for. Pay nothing, get nothing.
    Even telemarketers wouldn't think that.
    It costs money to play.  Therefore P2W.

  • YoungCaesarYoungCaesar Member UncommonPosts: 326
    Mortal Online has a pretty similar system to the one you described
  • nomotagnomotag Member UncommonPosts: 166
    So it plays like an RTS. That is kind of inserting. Are we talking modern setting, fantasy setting or sci-fi ? I never found the act of crafting being too enageing by itself. It's always been the logistic side that held the fun.
  • Superman0XSuperman0X Member RarePosts: 2,292

    Konfess,

     

    You should look into Face of Mankind. This will give you some idea of the issues that arise trying to create a resource > product > combat loop. Once you introduce the human element,  you may find that no matter how well designed your system is for the game, people tend to have their own ideas of how to make it work. You have to design for the human element, rather than the game system.

  • KonfessKonfess Member RarePosts: 1,667
    Originally posted by nomotag
    So it plays like an RTS. That is kind of inserting. Are we talking modern setting, fantasy setting or sci-fi ? I never found the act of crafting being too enageing by itself. It's always been the logistic side that held the fun.

    I’m glad you found it interesting.  In an RTS the player assigns units to tasks.  These tasks benefit the player faction.  The other factions can either defend or assault.  This leads to conflict.  I plan to split the world into three games, each a different time period : past (fantasy), present (steampunk 1800s-1950s), and future (multi world sci-fi).  By logistic, I assume you mean buying low and selling high and not transport of goods and materials.

    I don’t want players to induce inflation into my game worlds, but I will allow it with an alignment hit.  When their alignment change is too great, they will have to change factions.

    Pardon any spelling errors
    Konfess your cyns and some maybe forgiven
    Boy: Why can't I talk to Him?
    Mom: We don't talk to Priests.
    As if it could exist, without being payed for.
    F2P means you get what you paid for. Pay nothing, get nothing.
    Even telemarketers wouldn't think that.
    It costs money to play.  Therefore P2W.

  • KonfessKonfess Member RarePosts: 1,667
    Originally posted by YoungCaesar
    Mortal Online has a pretty similar system to the one you described

    Correct me if I’m wrong, but MO allows the player to mine anywhere?   My system requires and installation for mining.  Lawful mining in an NPC mining facility (mix of Pve / PvP).  Neutral mining in unclaimed land at a Player made mining facility (PvP).  Chaotic mining involves no structures or mining, relies solely on PvP of lawfull and neutral claims.

    Pardon any spelling errors
    Konfess your cyns and some maybe forgiven
    Boy: Why can't I talk to Him?
    Mom: We don't talk to Priests.
    As if it could exist, without being payed for.
    F2P means you get what you paid for. Pay nothing, get nothing.
    Even telemarketers wouldn't think that.
    It costs money to play.  Therefore P2W.

  • KonfessKonfess Member RarePosts: 1,667
    Originally posted by Superman0X

    Konfess,

     

    You should look into Face of Mankind. This will give you some idea of the issues that arise trying to create a resource > product > combat loop. Once you introduce the human element,  you may find that no matter how well designed your system is for the game, people tend to have their own ideas of how to make it work. You have to design for the human element, rather than the game system.

    I’m not familiar with FoM, what should I be looking for?  I understand the game had been in development for a long time.  It changed owners and operational state several times.  What issues did FoM have with its production combat loop?  From videos I watched it looked like a strategy / diplomacy game that devolved into a FFA PvP game.  

    I do expect that once I see or have data of how the human element react with the system I can make changes.  I will share how I am “design for the human element.”  In most games the player selects a class and then starts developing that class through it roll.  This is typically through combat.  If a new player in my system wants to be a melee combat roll.  This takes two attributes Strength and Melee Combat Technique (MCT a wisdom like attribute, the how of melee combat).  Strenght is trained by doing labour.  Either mining or loading and unloading a truck.  MCT is trained by doing combat.

    Pardon any spelling errors
    Konfess your cyns and some maybe forgiven
    Boy: Why can't I talk to Him?
    Mom: We don't talk to Priests.
    As if it could exist, without being payed for.
    F2P means you get what you paid for. Pay nothing, get nothing.
    Even telemarketers wouldn't think that.
    It costs money to play.  Therefore P2W.

  • BruceYeeBruceYee Member EpicPosts: 2,556

    Landmark has underground mining and it was really boring for me. The reward for the amount of time spent doing it wasn't great.

    I personally feel that the days of 'spending huge amounts of time crafting' era started to die the second Twitter was created and then completely KO'd when the iPhone came out. That's just my opinion though.

  • rounnerrounner Member UncommonPosts: 725

    A lot of detail of ideas but you don't even explain what the mining experience would be:

    Do you still click on a node and watch a progress bar?

    Is the harvesting some kind of mini game or card game system to make it appealing?

    You can add more and more complications to make it more and more world sim like but are you still just watching progress bars?

  • AxehiltAxehilt Member RarePosts: 10,504
    Originally posted by rounner

    A lot of detail of ideas but you don't even explain what the mining experience would be:

    Do you still click on a node and watch a progress bar?

    Is the harvesting some kind of mini game or card game system to make it appealing?

    You can add more and more complications to make it more and more world sim like but are you still just watching progress bars?

    Right these are the sorts of questions which actually get to the heart of whether this mining would be fun or not.

    Although some assumptions built into the OP's post is a lot of tedious hauling and travel, and right away we all know that's excessively tedious and should be automated by NPC haulers.  Simulating manual labor in a MMORPG isn't enjoyable, but put the player in a mangerial role and you start to have a lot more potential for interesting decisions.

    • Worker management. Manage the most optimal use of each of your workers' time.  How many are prospecting vs. mining vs. hauling vs. refining?
    • Construction management. Should we build refinery facilities directly on-site to make the process more efficient?  Is there enough ore to make it worth it?  Maybe simply building a road and equipping your workers with better carts will be sufficient.
    • Worker pay. Cheaper workers are less reliable and more likely to be corrupt.  It sure looked like this vein had a lot more gold in it when when we surveyed -- wait a sec...Hans is that a gold nugget you're hiding?  Time to hire some guards.
    • Guards.  When hijinx ensue, you're alerted from wherever you are in the game world if you have guards nearby.  You can then take direct control of the guard to handle the issue (or simply let the AI do its job.)  This would include both worker hijinx and PVP hijinx (if that's an issue, since usually any game with a PVE focus is best as a purely cooperative game with intereting PVE problems; and by making this mining feature really fleshed out, we've created that PVE focus.)
    • Quality Level.  I'd also go with a QL system like H&H (which I think may have got it from SWG) where all raw resources have a QL, which in turn affects the QL of everything they create (from refined ore all the way to finished products,) where the quality of your tools also applies a modifier (QL100 ore in a QL50 forge might result in QL75 iron bars, for example) and so does the skill of whoever is crafting it.
    But most importantly I'd make sure these decisions don't require you to just sit and wait at a progress bar.  If anything takes time to complete, it should be a process kicked off by the player and returned to later (implying you can do a lot of other things in the meantime.)

    "What is truly revealing is his implication that believing something to be true is the same as it being true. [continue]" -John Oliver

  • BoneserinoBoneserino Member UncommonPosts: 1,768
    Originally posted by Axehilt
    Originally posted by rounner

    A lot of detail of ideas but you don't even explain what the mining experience would be:

    Do you still click on a node and watch a progress bar?

    Is the harvesting some kind of mini game or card game system to make it appealing?

    You can add more and more complications to make it more and more world sim like but are you still just watching progress bars?

    Right these are the sorts of questions which actually get to the heart of whether this mining would be fun or not.

    Although some assumptions built into the OP's post is a lot of tedious hauling and travel, and right away we all know that's excessively tedious and should be automated by NPC haulers.  Simulating manual labor in a MMORPG isn't enjoyable, but put the player in a mangerial role and you start to have a lot more potential for interesting decisions.

    • Worker management. Manage the most optimal use of each of your workers' time.  How many are prospecting vs. mining vs. hauling vs. refining?
    • Construction management. Should we build refinery facilities directly on-site to make the process more efficient?  Is there enough ore to make it worth it?  Maybe simply building a road and equipping your workers with better carts will be sufficient.
    • Worker pay. Cheaper workers are less reliable and more likely to be corrupt.  It sure looked like this vein had a lot more gold in it when when we surveyed -- wait a sec...Hans is that a gold nugget you're hiding?  Time to hire some guards.
    • Guards.  When hijinx ensue, you're alerted from wherever you are in the game world if you have guards nearby.  You can then take direct control of the guard to handle the issue (or simply let the AI do its job.)  This would include both worker hijinx and PVP hijinx (if that's an issue, since usually any game with a PVE focus is best as a purely cooperative game with intereting PVE problems; and by making this mining feature really fleshed out, we've created that PVE focus.)
    • Quality Level.  I'd also go with a QL system like H&H (which I think may have got it from SWG) where all raw resources have a QL, which in turn affects the QL of everything they create (from refined ore all the way to finished products,) where the quality of your tools also applies a modifier (QL100 ore in a QL50 forge might result in QL75 iron bars, for example) and so does the skill of whoever is crafting it.
    But most importantly I'd make sure these decisions don't require you to just sit and wait at a progress bar.  If anything takes time to complete, it should be a process kicked off by the player and returned to later (implying you can do a lot of other things in the meantime.)

    Very good points Axe. 

     

    I was going to say, why would anyone want the trouble of complex mining if they could simply attack and steal the stuff?    Adding in the points you mention, would make it mentally challenging and also more rewarding by making the right choices.

     

    And players who attack and steal should get minimal resource awards.  In other words you cause a minor disturbance to the operation and are given a minor reward.  The reward for the attacking player should be a successful mission.  You should not be able to disrupt the entire operation and cause the miner to give up in futility. 

    FFA Nonconsentual Full Loot PvP ...You know you want it!!

  • Loke666Loke666 Member EpicPosts: 21,441

    The idea is good. Particularly if the above ground hints a bit what is under it (iron deposits tend to color sand red, copper deposits sometimes have small green gemstones near the surface and the coolest metal, meteorite iron sometimes have rather none discreet signs above it...).

    There are however other ways to get metals but mine them, recycling in one way. Panning works for certain heavier metals like gold and there are methods to collect bog iron and turnit into weapons. In fact a lot of ancient iron came from bogs and not mines.

    A mine if of course the most effective way to get most minerals and metals but you could have alternative ways of getting it or certain stuff you need to do something else to get. And if you do regular crafting then Bog iron could be in between bronze and steel.

  • Loke666Loke666 Member EpicPosts: 21,441
    Originally posted by Boneserino
    Originally posted by Axehilt

    Right these are the sorts of questions which actually get to the heart of whether this mining would be fun or not.

    Although some assumptions built into the OP's post is a lot of tedious hauling and travel, and right away we all know that's excessively tedious and should be automated by NPC haulers.  Simulating manual labor in a MMORPG isn't enjoyable, but put the player in a mangerial role and you start to have a lot more potential for interesting decisions.

    • Worker management. Manage the most optimal use of each of your workers' time.  How many are prospecting vs. mining vs. hauling vs. refining?
    • Construction management. Should we build refinery facilities directly on-site to make the process more efficient?  Is there enough ore to make it worth it?  Maybe simply building a road and equipping your workers with better carts will be sufficient.
    • Worker pay. Cheaper workers are less reliable and more likely to be corrupt.  It sure looked like this vein had a lot more gold in it when when we surveyed -- wait a sec...Hans is that a gold nugget you're hiding?  Time to hire some guards.
    • Guards.  When hijinx ensue, you're alerted from wherever you are in the game world if you have guards nearby.  You can then take direct control of the guard to handle the issue (or simply let the AI do its job.)  This would include both worker hijinx and PVP hijinx (if that's an issue, since usually any game with a PVE focus is best as a purely cooperative game with intereting PVE problems; and by making this mining feature really fleshed out, we've created that PVE focus.)
    • Quality Level.  I'd also go with a QL system like H&H (which I think may have got it from SWG) where all raw resources have a QL, which in turn affects the QL of everything they create (from refined ore all the way to finished products,) where the quality of your tools also applies a modifier (QL100 ore in a QL50 forge might result in QL75 iron bars, for example) and so does the skill of whoever is crafting it.
    But most importantly I'd make sure these decisions don't require you to just sit and wait at a progress bar.  If anything takes time to complete, it should be a process kicked off by the player and returned to later (implying you can do a lot of other things in the meantime.)

    Very good points Axe. 

    I was going to say, why would anyone want the trouble of complex mining if they could simply attack and steal the stuff?    Adding in the points you mention, would make it mentally challenging and also more rewarding by making the right choices.

    And players who attack and steal should get minimal resource awards.  In other words you cause a minor disturbance to the operation and are given a minor reward.  The reward for the attacking player should be a successful mission.  You should not be able to disrupt the entire operation and cause the miner to give up in futility. 

    Good point, but just attacking a mine wouldn't give you metals to work with, you still need a blast furnace to make the metal useful to make weapons and armors from. And someone with no metallurgy skill themselves would just see a bunch of useless rocks so giving thieves and robbers a rather minimal yield do makes sense.

    The blast furnace would be close to a crafting stations and hopefully in a relatively safe area.

    For a thief it would be easier to steal objects that is already metal and either use them as they are to to melt them again to make something else out of the metal.

  • nariusseldonnariusseldon Member EpicPosts: 27,775
    Originally posted by Konfess

    I don't want to implement surface mining nodes.   I also wanted to stay away from auto -harvesting equipment.   New players should go out into the world and find a job.   I'm a fan of resource harvesting,  so the first jobs could be farmers, fishermen,  lumberjacks, and miners.  

     

    Harvesting would be slow and labor intensive.  Only those dedicated to the process will be involved.   I glossed over this before,  harvesting and refining will take place far apart.   This will require transport and security.   The threat could come from NPCs, players, or a mix of the two.

     

    Wait .. are we talking about a game here?

    If I want repetitive grunt work, i will do it in real life.

  • Superman0XSuperman0X Member RarePosts: 2,292
    Originally posted by Konfess
    Originally posted by Superman0X

    Konfess,

     

    You should look into Face of Mankind. This will give you some idea of the issues that arise trying to create a resource > product > combat loop. Once you introduce the human element,  you may find that no matter how well designed your system is for the game, people tend to have their own ideas of how to make it work. You have to design for the human element, rather than the game system.

    I’m not familiar with FoM, what should I be looking for?  I understand the game had been in development for a long time.  It changed owners and operational state several times.  What issues did FoM have with its production combat loop?  From videos I watched it looked like a strategy / diplomacy game that devolved into a FFA PvP game.  

    I do expect that once I see or have data of how the human element react with the system I can make changes.  I will share how I am “design for the human element.”  In most games the player selects a class and then starts developing that class through it roll.  This is typically through combat.  If a new player in my system wants to be a melee combat roll.  This takes two attributes Strength and Melee Combat Technique (MCT a wisdom like attribute, the how of melee combat).  Strenght is trained by doing labour.  Either mining or loading and unloading a truck.  MCT is trained by doing combat.

    FoM has a player based economy loop. Players extract the minerals, use them to make the items, use the items to fight with each other over territory control for the minerals (and crafting/sales) locations. Unlike most games, this is all player run, which results in a Lord of the Flies type environment. 

     

    I admit that I had a bit more than a casual influence on how the game originally played (many, many changes since then). However, I simply exacerbated existing imbalance issues. For example, players who liked to fight (pvp) didnt really enjoy standing watch while others who liked to craft did so. This typically meant that miners/crafters were unprotected, and just killed when found by pvpers. It also meant that miners/crafters avoided the areas of conflict, as they were likely to be killed.

     

    When you end up with tasks that end up separating the players, based on the types of actions that they take, it causes a rift that often widened by competition/dependancy. This makes it extremely difficult to balance. Either the Miners/Crafters become rich due to the demand for their goods (and their ability to extort high prices) or the PvP's become bored, as the miners/crafters leave because they feel unappreciated, and the PvP's have to supply their own goods.

     

    It is often not the mining/economic system that is important, but rather the social interaction that it drives that is key.

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