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Gavin

Remove ore/shard quality cap

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Don't know why I'm even bothering posting this since it's clear noone reads this section. But anyway here we go:


 


You can chop a 100QL tree from any tile and you can dig a 100QL dirt from any tile yet ore veins and shard walls have a random quality cap; this essentially means once you get to decent skills there are heaps of ore veins out there essentially useless since you can only get 20ql ore from them; couple this with the fact that veins don't reliably regenerate (only a small chance upon collapse) and it gets frustrating for large towns who stay in one location for long periods of time and deplete all of their good veins.


 


Furthermore it also encourages making incredibly large sprawling mines to seek our good veins that cover large portions of the server which is certainly a negative impact on Freedom servers where land is limited and deeds close by one another. Also I guess people make 'mining deeds' in areas where you have a large deposit of certain veins which is somewhat wasteful.


 


I don't understand why woodcutting; digging don't have these restrictions yet mining does. I presume this is mainly a left over relic from when ore quality was limited on home servers? I wouldn't mind seeing the caps removed so like woodcutting and digging you can produce up to your skill level from any tile. I don't believe that buying transmutation rods is a realistic trade-off.


 


Thoughts?


Edited by Gavin

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Realistically you can learn to chop a tree down and chop it up so its not hacked and bad. Where as ore really does have a certain quality to it. Maybe next time you should settle near a better ql vein.


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um would destroy a bunch of people who just bought and sold all kinds of rods...-1


 


trees grow back and dirt can be redropped endlessly.....ore once gone is gone.


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um would destroy a bunch of people who just bought and sold all kinds of rods...-1

 

trees grow back and dirt can be redropped endlessly.....ore once gone is gone.

 

not exactly, ore comes back by cave ins........Dirt can technically be perma-deleted and never come back though. >_>

 

Still, While I would (LOVE) this being implemented, for person gain - I don't think its really "Fair".....So I'm gonna have to go against myself and say -1 to it. :/

 

It's not "to" hard to find a good vein, just gotta look, sometimes a lot.

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As frustrating as it is, I can understand the idea behind having varied ore tile QLs.  I don't think it adds much to the game, and more veins wind up being useless than not, but I can see why it's there.  A site can be that much more valuable if the RNG favored its mineral distribution, and you can't secure a patch of iron deposits and be set for decades.  If veins had their caps removed, they'd need to have their maximum ore count reduced and would need to respawn more frequently, to match the devaluing of individual tiles.  It could work, and the game might even be better for it, but gathering minerals would become a different beast.


 


But rock tiles having a cap?  That's garbage.  I don't see the value in producing obnoxious pits in my rock quarry just for proper wall-building or imping shards.  Nobody's game experience was ever enriched by hollowing out a giant area in pursuit of another 99ql rock tile.  Even with a 98ql rare pick and 99+ mining, the signal to noise ratio on simple rock is terrible, and you can't find or generate tiles of it with thousands of shards inside.  There's a host of other things a Magranon priest can do to justify their existence, and I don't think there'd be a great deal of tears shed if they were no longer being conscripted into recollapsing high-quality rock tiles for the mason's sake.


 


I could go either way on the ore vein QL caps, but would dance and sing if rock tiles were cut some slack.


Edited by Noizhead

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+1 for sure on removing cap for rock.  Undecided on ore, would be nice though...


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Removing rock cap would be awesome and logical to me.


 


Ore i think is fine the way it is, spec with the rods u can get.


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I get what your saying but instead of it being the same as your skill level why not have the vein regenerate a portion of the ore every month until a cap is reached. That would take away the need of making miner deeds and worry about draining all your veins.


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-1 both


 


I'm a bit at a loss to explain why I don't like the suggestion.  Primarily, I suppose it's because I have been used to the system and lived with it so long that it's comfortable.   Not really a great argument though so let's try out a few other ideas.


 


1) It makes wurm easier.   Finding good veins is a challenge.  Sometimes dumb luck, but often a challenge.  Without challenge there is no accomplishment.   


 


2) Rarity.  If high ql rock and iron and other materials were not rare, then do they have any value.    I like the fact that not only do you have to have the skill to mine effectively, but you need to seek out veins to produce quality materials.   For low skill players this isn't a problem since any vein will suffice, but it gives an additional challenge and because of rarity reward to skilled players.


 


3) Farming.   I don't think that all mechanisms should be the same.   Difference is good.  If mining is just like farming, you plant your seeds and get a vein, it just seems boring.  Let's keep a little variety in the game.   I admit it might be more addicting if you make everything the same, but that would be the end of the world...


 


>http://www.youtube.com/watch?v=cD69PAIqiYo 


Edited by Old_Lando

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Don't know why I'm even bothering posting this since it's clear noone reads this section. 

-1 to statements like this.

-snipped due to apparently misunderstanding the author's intent-

Edited by Arronicus

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I'm not suggesting that at all o_O


 


When I say quality cap I mean that you have a iron vein that is like 50.00ql or 52.00ql and it doesn't matter what your skill is you won't ever get more than the vein QL from it. I personally don't see what that adds to the game other than frustration when you uncover a new vein expecting one you can actually use only to find it's capped at 21.00ql


Edited by Gavin

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I'm not suggesting that at all o_O

 

When I say quality cap I mean that you have a iron vein that is like 50.00ql or 52.00ql and it doesn't matter what your skill is you won't ever get more than the vein QL from it. I personally don't see what that adds to the game other than frustration when you uncover a new vein expecting one you can actually use only to find it's capped at 21.00ql

 

I misunderstood then, based on this statement you made;

 

 there are heaps of ore veins out there essentially useless since you can only get 20ql ore from them;

Since 20 is the cap for free players, and I see VERY few veins that actually have 20 as their cap. 

Wood and dirt aren't nearly as important though for high end tools, and armour. If all ore veins had their cap removed, and could give 99QL ore, I think this would be detrimental to trade, and their current value. 

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