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Post by epitaxis on Nov 14, 2015 6:29:25 GMT
Well since I was asking about mining I thought I'd add a profession topic for things people would feel are too... Small? For its own topic? Whatever.
I'm curious about mining and how it will change in the next big update? Because currently as a miner I am heavily dependent on the out of place dwarf settlement. It's a nice profession, I think I enjoy it but I'm curious if there will be more wide-spread usage of miner? I wouldn't mind it being more risky to balance it out but giving it the option of turning common ores into resource points or a larger variety items to trade for?
Because I would always enjoy more risk and reward in the world of mining.. And maybe more reasons to explore the world for specific metals or more concentrated areas for more ores? Maybe different vendors to trade for different items with your ores would be cool as well.
I understand that it may be more scripting that people want to deal with but.. Eh. Feedback is feedback!
Edit: As for an example of adding danger to mining? Maybe there's a collapsed mine area that has a chance of uncovering a zombie from a cave in or opening up a room with a horde or boss.. That or just infest a mine with zombies.
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Post by The Zombie Lord on Nov 14, 2015 22:15:03 GMT
I am biased towards removing the dwarven settlement. How would you feel about switching all of that to a crafting-esque script usable without a vendor? It might take a bit, but I rather that over going to a dwarven city for this purpose. I think that numerous areas with ores etc would be a good idea, spanned across the module. Annedhel, Eledhreth and the Darkglade deserve far more places to mine as it fits their setting.
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Post by epitaxis on Nov 14, 2015 23:05:28 GMT
I would actually agree with the removal of the dwarf settlement. It's, rather out of place it's a bit awkward to say I'm living with a bunch of dwarves since it's the only bastion of civilization. But I would indeed enjoy more reason to explore, and scripting? Take your time. I can understand that stuff can be a pain but I'd prefer not having to visit an NPC in a survival setting.. I usually don't like NPCs period in survival settings without DM control.
But, if you could I would prefer the miner actually being useful strictly as a support profession. All they're doing is gathering the resources, the job description doesn't entitle them on how to manufacture. Just make it easier for them to gather minerals from rock or, able to find veins like a prospector would. Kind of like an encounter system for pockets or veins.
As well, do you plan on separating all the materials? Mineral Deposits is all I find and they give me even parts iron / mithral with a bit of adamantine sprinkled on top. I see place-able boulders that are iron, mithral, and adamantine around the mines but they give nothing.
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Post by Tweek on Nov 15, 2015 17:39:39 GMT
We could definitely add in some interactive placeables from which you could mine various ores. I don't know much about professions and didn't realize you actually had to go talk to NPCs to use the miner one. I agree, that's pretty goofy in an apocalypse setting. I'll add this to my task list. There are a few things that need doing first but this shouldn't be too hard. Famous last words. But, if you could I would prefer the miner actually being useful strictly as a support profession. All they're doing is gathering the resources, the job description doesn't entitle them on how to manufacture. Just make it easier for them to gather minerals from rock or, able to find veins like a prospector would. Kind of like an encounter system for pockets or veins. I love this - I'm super into the idea of co-dependence between professions and other systems (more systems like that coming soon)! What do you think about there being separate miner and (something like) mason professions? The miner is the one who has the knowledge to actually dig the metals out from the earth, and the mason is the one who can turn the raw metals into something usable.
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Post by epitaxis on Nov 15, 2015 23:03:08 GMT
If Neverwinter Nights were still somewhere vaguely near its prime I would go for the idea, but the current day, low player numbers would make it hard adding too many professions. Miners I think should be able to find, gather, and prepare ore for other profession classes. Mason sounds like an interesting job to have, don't get me wrong.. But we already have a lot of jobs that can have a lot of potential. If we went the way of a Mason though I'd say they'd be able to fortify buildings to make them temporary safe houses, and a mason character would be needed to add a wall to the city or build a house, hideout, or safe house for future server updates even (Where applicable of course).
I for one, in a low power survival setting kind of game, have enjoyed it when Crafting was as big of a progression system if not bigger than leveling.
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Post by Tweek on Nov 15, 2015 23:27:19 GMT
So what you meant is that you want miners to be able to extract the metals but being a miner doesn't offer you any metal crafting options outside of what you'd normally get, and there'd be no profession that has special metal crafting options?
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Post by epitaxis on Nov 15, 2015 23:42:22 GMT
No, I was more saying, if there's simply a profession for digging metals and a profession only smelting metals it would require a larger player base to keep a natural flow of resources and products between the professions. So Miner would be both mining and smelting, but have a problem with doing anything with the resources he has acquired without someone else who can craft with those resources.
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Post by Tweek on Nov 15, 2015 23:48:42 GMT
No, I was more saying, if there's simply a profession for digging metals and a profession only smelting metals it would require a larger player base to keep a natural flow of resources and products between the professions. So Miner would be both mining and smelting, but have a problem with doing anything with the resources he has acquired without someone else who can craft with those resources. Ok so you want: - Miners: Dig up metal and refine it down to something useable; - Metalsmiths: Turn refined metal into crafting points; - Everyone else: Use crafting points as normal. Is that correct? Trying to wrap my head around what you would like implemented.
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Post by epitaxis on Nov 16, 2015 0:07:28 GMT
Eh.. True, when crafting points are concerned that approach would make it a little weird.. I'm more of trying to think of a realistic usage for miners that doesn't involved extra professions but makes it a gathering role. Because as a miner I shouldn't get full plate from it just from farming in mines on my own.
Would the system be able to support crafting that requires both crafting points and specific resources for specialty items? Like, being able to convert metal into crafting points, or use them to create a specific item.
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Post by Tweek on Nov 16, 2015 0:13:26 GMT
Would the system be able to support crafting that requires both crafting points and specific resources for specialty items? Like, being able to convert metal into crafting points, or use them to create a specific item. We could have "metal crafting points" and "normal crafting points" pretty easily, but it sort of opens a can of worms. Are we going to have leather crafting points, stone crafting points, etc? That gets more involved if we're going to accommodate everyone. What can you currently do with metal? I don't know this system very well and am trying to learn. I could definitely make it so you can turn metal into crafting points very easily, if that is not already how it works.
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Post by epitaxis on Nov 16, 2015 0:19:52 GMT
Ah. Yeah I'm just spit-balling currently. And as for specific items and crafting points, I was meaning say, An adamantine ingot and 500 crafting points and you can make an adamantine maul. But I do see that it would be quite a bit of work involved and a fair bit of trouble shooting for everybody. I'm more spit balling and debating ideas on professions and what ifs to see if any ideas stick.
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Post by Tweek on Nov 16, 2015 0:39:31 GMT
Oh fair enough. I'm currently going through the crafting system as it is and making it a lot more dev-friendly in terms of future modification so there will definitely be room for improvements. We're just a bit restricted because of the limitations of the NWN conversation engine.
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Post by The Zombie Lord on Nov 16, 2015 1:26:08 GMT
I agree with the co-dependence thing, but i'd like to associate both the armoursmith and weaponsmith with the miner rather than make a mason profession. What do you think of that? 3 players is a lot to get some armour crafted, 2 seems a lot more doable. I'd also be interested in adding a blacksmith, which is a mix of armoursmith/weaponsmith with their gains lowered to +3 instead of +6. I've noticed some demand for that mix. I intend to make places in different corners of the server you can find these ores, hopefully it'll be an interesting feature.
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Post by epitaxis on Nov 17, 2015 3:49:53 GMT
As well. As someone with the profession noble, you should have a key to a spot where you can hang out away from the common rabble.
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