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A Different Look On Ores And Mines

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 Different Look On Ores and Mines:

Revised

 

So here is a revised version of what I've suggested earlier taking into account what everyone has said thus far concerning this. So I'll start off by explaining this system in further detail.

 

The current Mining System in place is that the world is open for all to go out on their own, find a nice private place and mine without adhering to the server rules regarding mining. This also diverts RP by having players out in the wilds somewhere mining, secluded from the rest so they can continue to strip mine or cheat. The current system also has a mcgen plugin that may make it so that catching these people is harder than ever by ridding the proof, while making it easy for players to make permanent homes in the wilds for the soul purpose and intent of mining in private amassing a small fortune. You can obviously see a few problems with this on an RP server.

 

Here's why my plan suggests, We remove all the ores in the world, which will make it so that players who go into the wilds for free iron will have little reason to go out into the wilds at all. This will also make it so that the only players living out in the wilds are indeed those with a legitimate RP reason for doing so. But not you have to think of a way to compensate for that loss by giving the players something in return. What that something is, are Generic Mines

 

Generic Mines

Generic Mines are mines set in places around the world, very few 100x100 (recommended 1-2)

that contain the Basic Blocks found in the Nation Mines. Basic Blocks are blocks blocks that are included in any mine and all share a common percentage value in terms of how common they are. Stone, Coal, Iron, Gravel, and Gold are all of the basic blocks and blocks that will be present in Generic Mines. This will make it so that players who mine without venturing to their respected Nation, or don't want to pay for the entry fee (automated mina withdrawal or regulated permits)

That would include players who simply don't have money, players who are villains or not allowed into the city because of RP reasons, this way they aren't locked out of getting resources or leveling the mining levels.

 

Possible Donator Perk

On another note, I thought that giving players access to Generic Mines who have plots of certain sizes could be quite interesting, something like a 20x20/40x40 cube that they can use to mine their own resources, or have the others on their plot use as a mine. Details not for me to decide, but a rather interesting addition to the Donater Perks for those with plots who could use this quite well.

 

Nation Mines is where this thread starts to get fun. These mines are 100x100 cubes that are composed of certain materials that reflect the lore of that Nation, region or what feels genuine to the respected race/nation. These mines would reset after a period of one month, allowing players to keep mining freely. Here's a List on what certain categories of Mines might look like.

 

Generic Mines

  • Stone 
  • Coal /2
  • Iron /2
  • Gold /2
  • Gravel /2

Humans

  • Stone
  • Coal
  • Iron
  • Gold
  • Gravel
  • Clay
  • Diorite
  • Water
  • Diamonds

Orcs

  • Stone
  • Coal
  • Iron
  • Gold
  • Gravel
  • Sand
  • Sandstone
  • Soulsand
  • Red Sand
  • Redstone
  • Granite
  • Diamonds

Dwarves

  • Stone
  • Coal x2
  • Iron x2
  • Gold x2
  • Gravel
  • Lapis
  • Emeralds
  • Snow Block
  • Ice
  • Packed Ice
  • Diamonds x2

Elves

  • Stone
  • Coal
  • Iron /2
  • Gold /2
  • Gravel x2
  • Nether Quartz?
  • Glowstone?
  • Logs
  • Dirt
  • Mushroom Blocks
  • Diamonds

Halflings

  • Stone
  • Coal
  • Iron
  • Gold
  • Gravel
  • Dirt
  • Logs
  • Diamonds

Khajyr

  • Stone
  • Coal 
  • Iron /2
  • Gravel x2
  • Gold
  • Mossy Cobblestone
  • Dirt
  • Logs
  • Andesite
  • Diamonds

*Secret Mine

  • Stone
  • Coal x2
  • Iron x2
  • Gold x2
  • Gravel x2
  • Netherrack
  • Netherquartz
  • Netherbrick
  • Glowstone
  • Obsidian
  • Lava
  • Diamonds

x2 = This race will receive a higher proportion of this ore compared to others. (not necessarily x2 exactly)

/2 = This race will receive a lower proportion of this ore compared to others. (Not necessarily /2 exactly)

**NOTE:That when I mean reduced, I mean by around .2%-.6% increase/decrease over other Mines on this list, or something of the sort, nothing overwhelmingly different, but noticeable in the long run.**

 

"Secret Mine"

Obviously, this secret mine might belong to some kind of hidden mine all players can access that regenerates every month just as every other mine, but perhaps this can be a fun way for players to get these resources, by venturing out somewhere dangerous in order to get these materials, and facing the actual danger of burning alive by mistake of lava.

 

Onto the rest of what I noted above, this is just an example, these are in no way what will be found in each mine for these respected mines, but it's a good start. The idea behind this is that each race is given a few resources that they have that every race doesn't. Which means Nations will be receiving players across the world to your city for trade. Thinking on this, this will provide more RP for Trade, and will Provide road RP as well. While also satisfying the needs of that race individually by providing the most basic, or essential materials they need,

 

As I mentioned far above in this post, I said that there are Generic Blocks, but there are two more categories of blocks found within these Nation Mines.

  • Trade Blocks: Trade Blocks are what make the mine special, Orcs receive Redstone, Redsand, Soulsand, and Granite as their Trade Blocks. These blocks will be sought by other races, players, for a variety of reasons, and continued income to players, and expanded RP provided by giving them something unique sought by other players. This applies to all races, each race will have expanded RP by continued visits from other players, while also having increased road RP for those traveling.
  • Environmental Blocks: Environmental Blocks are blocks that simply put, fit into the environment of the race/nation it belongs to. For example, the Orcs get a high proportion of sand and sandstone, to reflect their sandy environment (along with the added benefit that they can mine sand here instead of gathering it from griefing the area where they live) This adds a certain feel to the mines, sand, sandstone, along with your other stone variants and ores give off a certain feeling, make mining more aesthetically pleasing, while improving on a lot of aspects.

Management

I should note that in order for this to work there has to be some kind of strict measure on not allowing players from other races to enter the mines, from guards, LWC doors with multiple owners (All lords, kings, mayors or officials of the Nation/Race) provided players have a 1 month permit, where any of the owners can track who is allowed and who isn't based off of a simple google.doc (The Dwarves have done this in the past, and can easily do this with the combined force of Yemakers Workforce and officials, so others should, right?). That way you enter mine you're not supposed to enter as it breaks the meaning of it being a nation mine, and loosens the grip that race has on control of that special material reserved for them.

 

Summary

Overall, this system will encourage more RP by enabling greater trade among nations and players, lessen the number of players in the wilds doing who knows what, makes chances of road RP greater, while making mining overall more fun. With enough tweaking of percentages the Developers can come up with a reasonable 'near vanilla' solution, while also discussing who gets what resources.

 

Focus

I'd also like to add that, to Telanir's comments that this in little to no way inhibits players from getting the resources they need, or lessens the amount of resources that are on the market, but simply shapes mining so that some races are more inclined to mine than others, while also giving each nation something unique that can bring them more RP. While centralizing it in the wilds from making players mine wherever they wanted, to specific Generic Mines. You were approaching an issue by tackling it at the crafting stage, not the gathering stage, but this suggestion isn't tackling the number of resources available to the public, but rather a better way of doing things. The number of resources available to the public can be decided by the developers upon experimenting and making executive decisions.

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Wow, I completely forgot about the Halflings and Kharajyr, but I guess this will do good enough to show what my ideas are and how it would work, the other races could have their mines adjusted along with the other races so everything's somewhat balanced.

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Wow, I completely forgot about the Halflings and Kharajyr, but I guess this will do good enough to show what my ideas are and how it would work, the other races could have their mines adjusted along with the other races so everything's somewhat balanced.

 

Halflings don't mine, so maybe the lack of iron would make an initiative to trade more :)

 

Now, I thik about diamonds and their actual use. I like the idea that there's such a limited amount with the drop rates, but even still, diamond amor and weapons are ungodly overpowered in battle. I'm liking the whole 'no diamonds for war' thing at the moment...

 

And why don't we have a bit higher percent? In my opinion, it should never go below 1%, and even that can be determined through what the material is. Such as Gold. Gold has NO value in LOTC, to be honest. It's fun to SAY it has value, but in honesty there is nothing you can do with it that makes it of value, besides decoration. And coal, why for the Dwarves, the race meant to spend most their times in the mines, only at 1.2%...? That's crazy for the need of coal. I'm afraid all these extremely low percents are just going to make mining boring, so boring people don't do it, and thus, we get one of those Anthos-No-Iron problems again.

 

All that being said, the idea of a vanilla mining system is still not so crazy...

 

on an unrelated note, we should probably not follow LoA since it was poorly built and failed after a week in, no offense to anyone who worked on it,,,,

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If I could make a suggestion, put the percentages for each racial mine from greatest to least. Easier for those to read. 

For the Orc mines, I like it pretty well. Tired of sand regions being griefed for glass and for sandstone. Now we can actually just get sandstone to build straight from the mines and sand to sell to the kids that actually use glass in their builds. Diamonds should be for all races though, I think we can all agree on that. With the way LoA had their mines setup it made it so that everyone has something that the other races didn't, which would result in possible trade. The only problem with the mines is that well.. I spent 30 minutes in one and had 8 stacks of iron. Aswell as the dwarves having every ore I came out rich as fawk. The real problem with these percentages is just how big will the mine be to spread out these ores? 100x100 mine with 0.8% iron would be like.. 800 iron ore, that a fair thing if we regenerate our mines every month or so? Could lead to inflation.

Some may look at this and be like "Well we don't have enough of this. Why do they get that much." and so on, but look at it. Elves have the lowest iron percent buuuuut they have flippin glowstone! They'll make bank off that aswell as quartz.. Although mostly everything is prebuilt the group nations will need to start from scratch, so they'll need the pretty stuff.

Also, I'm no Kharajyr but I'd suggest having their mines with mossy cobble as a random unique block. Another hard to obtain block (usually) that people would pay quite a bit for if it was needed for building.

tl;dr All races should have a diamonds in their minds, this will be heavily argued as diamond armor is supposed to make a return.

EDIT: It's 8000 iron ore, oops.

Edited by DrakeHaze/Omnyaxle
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It's k halflings don't mine and nobody lieks kha.

But more seriously, I like it. The wood lovers get wood in their mines.

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Quite nice things added to the mines, but you forgot:

Netherrack

Soul sand

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Well that's why the percentages can be disputed and experimented by the developers/admins/GM's, but the whole idea behind this post is that each race has their own set of unique minerals that they have access to, which can encourage a lot more trade among nations/villages. Not that, "oh, the percentages are low, it's bad" The percentages can be changed, they're just examples.

 

I was looking more towards feedback on the actual resources distributed towards each race/nation and of the overall concept.

 

Although gold has no use, you never know what the developers might do, just look at what happened to emeralds.

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Like I said, this is all up for discussion, netherrack and soulsand can be added in somewhere. Btw Omni these percentages are far from those percentages :), that's why the percentages should be tested, IF this were to get a good enough rep with the people, which I totally think should because this, in my opinion is probably the best way to handle mining in an RP server with races and such.

 

A public mine can always be opened, or smaller general mines for people with donater perks.

 

Wanted to add that mining should obviously be regulated, since there is one mine per race/nation then they can easily control the people going in/out, while also making money off the mining permits, making it so that players can't walk in, mine for armor and walk out.

 

Another idea I've always had, is to make prisons multiverse in a mining area where the prisoners had to mine coal (and only coal), to be released they had to achieve a certain quota, and upon leaving that multiverse, all the coal would be removed from your inventory, preventing people from logging out in prison, so you have to actually work off your sentence almost. 

 

Most of this isn't hard at all to code or do with a plugin, I had close to no experience with plugins and I was able to do this after maybe 6 hours of practicing WE and Voxel exc, so it's not even hard to do.

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oh wow you're back. LoA finally went down into the toilet, huh?

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oh wow you're back. LoA finally went down into the toilet, huh?

LoA died 2 weeks after it started, though still rather rude to just say that without adding feedback on the topic :)

 

 

Quite nice things added to the mines, but you forgot:

Netherrack

Soul sand

Soul sand is like mud, maybe the halflings could have it in their 'mines'. Even Kharajyr could have it, aswell as netherrack.

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We tried racial mines, but it just impeded on RP freedom because 'racial' apparently means 'certain nations'. Merr.

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oh wow you're back. LoA finally went down into the toilet, huh?

Well, thanks for the cold welcome but I've been here for a while, and was busy with other things, I left LoA when it a month after it went to ****, and I'm simply not fit to be a GM, a developer and builder on the other hands, I excelled at.

 

If you could at least give your comment on how it felt on LoA in regards to mining with the exception of noting the outrageous iron proportions. 

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Well, thanks for the cold welcome but I've been here for a while, and was busy with other things, I left LoA when it a month after it went to ****, and I'm simply not fit to be a GM, a developer and builder on the other hands, I excelled at.

 

If you could at least give your comment on how it felt on LoA in regards to mining with the exception of noting the outrageous iron proportions. 

I didn't mean for it to be cold. I just thought you were still on that server is all, and you as well as I knew that it was going downhill. And in regards to the mines, I think this idea is nice. LoA mines were horrid, and I think that if this idea was implemented it would've been 15x better, so thank you for sharing this idea with LotC instead.

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Soulsand could be in the Orcish mine as little pockets, which could be explained as quick sand.

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For nation mines to work, automated entrance buy in would be needed. Without it, either everyonce can enter, or certain players have to be online to let others in.

Public mines thought, that would be opened to all.

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