Other > Suggestions
Fix gathering
Marko:
There is no gathering timer that would make the game funner, but making the resources replenish faster would sure help. Also, go to each mine and fix the rocks that appear to be mine-able but are not working ("that does nothing"). Those seem to just be "turned off" or something, but if those were enabled, there would be more rocks to hammer.
And WD's idea would help a lot too - add mining rocks in the wild, in caves. Also fix Super Sledge to work as a mining hammer. Oh and the dynamite thing. Guess i should stop right there.
Wind_Drift:
--- Quote from: Marko on January 23, 2013, 05:42:24 am ---And WD's idea would help a lot too - add mining rocks in the wild, in caves. Also fix Super Sledge to work as a mining hammer. Oh and the dynamite thing. Guess i should stop right there.
--- End quote ---
Now that I think about it, adding rocks to certain maps that are able to be mined would just promote encounter spamming like we do with fruit or trees. Drop in, check the map, if what we want isn't there, exit. Maybe a better way to do it is have rocks spawn when cave mobs do, in random places like footlockers in ruins encounters. Maybe 2 ore, maybe 20. Maybe minerals spawn. Maybe neither.
Unfortunately this also adds more grinding to the game, but at least we would have to risk something to gain something, unlike we do now with public mines. Even the unguarded ones aren't much of a risk, except for maybe loss of sledgehammer. I think this would also reduce miner alting.
LostSoul:
--- Quote from: Marko on January 23, 2013, 05:42:24 am ---, but making the resources replenish faster would sure help.
--- End quote ---
This may bring back gangs controlling mines for others... Since a faster repleneshing mine will promote factions vying for control so they can mine at their leisure. I'm down with this idea...
Factions guarding mines was a really interesting part of FOnline that I remember when I started playing 3 years ago.
Brujah:
--- Quote from: Giftless on January 22, 2013, 11:40:25 pm ---Current system is fine; every time an unnecessary cooldown is introduced it just makes the gameplay jerkier. If I can hit a mine once for 400 iron ore, I won't have to visit it again for a long time which means reduced competition for other players.
--- End quote ---
400 ore is nothing.
I'd rather go inside a mine full of people killing all dem blewshuttss every 20 minutes than having to compete with obsessed crafters who will just keep carpets of whatever they use the ore for and never actually use the crafted stuff.
Sarakin:
Ok so again, previous system promoted alting (1 alt 20m cd => log in another one, mine for 20m cd => repeat with zillion of miner alts) and meaningless concentration (find 4 spots with all neccessary ores/minerals and never have to go elsewhere again).
Then if we move even further to the past, where you could mine in several random encounters, applies above mentioned nonsense PLUS there is no risk involved, unlike mining in a public place.
Present system aint perfect, but its definitely better than it was seasons before. So either find a new, better mining solution or polish the current one.
My idea how to improve it is to have limited resources in caves, just like Marko proposed (involves risk, no alting, camping...) in addition to current mining. Also another solution could be changing how those ore/mineral veins perform. Every guy could mine out only X % of the vein's current yield with a certain cd. So when another guy comes in, there will always be some amount of ore/minerals, because one guy wouldnt be able to mine out everything by himself.
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