Artisan Archive

Thread: New profession... Miner.

Unit_
Fri Apr 02, 2004 9:25 am
#1

We need miners. In this new profession Miners are given the choice on resource containers to "refine" the contents. This, depending on thier abilities, will increase the resouces properties.


Example:

1000 Units of poor quality steel. After refining this steel you'd have maybe 500 units of substantually better material. Refine it again and even better.


Also Miners be able to craft mines, like a scout crafts camps. These temporary mines allow the Miner to sample at a much higher rate with almost no cost to his/her HAM. The further into mining the better quality mine and results.


DEs could get another droid module for miners that help them mine, refine and survey.


What you all think?
Jnath
Fri Apr 02, 2004 12:08 pm
#2

#1 there was a mining profession and it got nix before release because of.....get this, hehe.....an anticipated lack of interest, HA


#2 You arent the first to suggest a revival there are plenty of posts here about mining and refining being put into aritsan or as a new prof.


I dont mean to flame but i wanted to let you know before someone less appoligetic about it comes along.





Jenar
Master Droid Engineer
Director - Cabal of the Toothy Maw
Cult of Sarlacc (Starsider)

"It's the accumulation of small pinpricks over time that causes one to bleed to death" -- Shian Tavkin, Master Droid Engineer/Master Artisan
Buugli
Fri Apr 02, 2004 2:16 pm
#3

Also nixed due to "lack of interest" was a ranching profession. This is why quality meat and hide sells for 50cpu or more.


Now wasn't THAT special. . .


Utsanomiko
Fri Apr 02, 2004 9:10 pm
#4

They ditched the concept of a ranching profession? You're kidding, right? Devs must be a bunch of scruffy-looking nerf-herders...

Every time I've mentioned that Creature Handlers should have ranch animals as one of the types of non-combat pets they train, I've gotten unanimous agreement, regardless of how much or little they depend on organic materials or whether they love or hate Creature Handling.


The basic idea is that Creature Handlers could use one lot to place a 'Range' of sorts: a large open area or pasture fenced in with one of those SW forcefields (like with ranger camps, but one that works) that keeps mobs out, but inside would create a spawn point of whatever creature type the CH has put into it. The CH would take pets from their datapad (lets say 4 Banthas for example) and place them inside the Range (pets probably shouldn't be able to be pulled back from a Range, though the Range should keep track of how many creatures it holds if it's pulled up). In this example, the Range would then spawn 4 adult non-agressive Banthas (whether they should be totally docile even when attacked or if they should fight back is debatable) and could be either milked or just killed for hide/meat/bone (possibly should give reduced xp so it isn't more convenient than actual hunting, and possibly reduced hp/attack damage as well, but that might make harvesting too easy if they're all one-shot kills).

If The CH left the Range alone for awhile, the number of herd creatures it held would slowly build up (based on CH skill, number of creatures already inside, and their CL, so a womp rat farm would multiply very quickly and a Rancor farm would multiply very slowly), so the next day this example may have as many as 50-60 banthas stored up. It would still only spawn 4-5 at a time for the sake of bandwidth and preventing the CH from getting ganked by their own ranch, but as soon as the CH has milked and/or killed and harvested one spawn, another non-agressive one would instantly pop up and the process would repeat.

The benefit would be that Scouts that lean towards ranching and herding could take Creature Handler as a way to harvest large amounts of organics with just a little planning and management, and therefore provide the galaxy with decent stacks of the same types of materials. Ranching would be to hunting/harvesting like mining is to sampling.

*Ought to post this in the CH forum*



-----------
DEV'S SPOUSE: "Not getting anything for my birthday or anniversaries is very disappointing. You could at least buy me flowers or a card."
DEV: "The response I'm getting is that you'd rather wait for the possibility of original gifts."
Ganger
Sat Apr 03, 2004 10:39 am
#5

A miner profession is a good idea but should be in the artisan tree. May surveying skill tree 3


Another Idea for surverying and getting resouces....


1. Only artisans can mine resouces.

2. Novice artisan should only be able to get certain resouces like some coppers, some ores.

3. survey 1 should be able to get some more resouces, 2 some more (you get my picture).

4. Bring in stone, gold, silver (stone for use in house building)
owako
Sun Apr 04, 2004 12:00 am
#6

The miner class was nixed as being to boring. It just wasn't fun to play. Its been mentioned before, but I would hope that the current class bugs would be fixed before the DEV's even consider adding a whole new class. Limiting who can harvest resources will mess up the economy far more than it is now. Many classes that don't come from artisan need resources, if they had to depend on artisans prices will go through the roof. Its bad enought trying to buy some of the good specific resources.



Only two things are infinite, the universe and human stupidity, and I'm not sure about the former.
Albert Einstein
mkummer
Sun Apr 04, 2004 4:06 am
#7

funny, I am here since november and did not know that. There are so much miners in the game, I think its the biggest "unoffical" profession, I cant belive that its out of the game because no one was interessted. I know Architects that told me they stopped to do architect things and are just miners, because you can make more money with just selling ressources,and it doesnt need so much time and work.





Sybee
illovich
Sun Apr 04, 2004 9:19 am
#8

I think it was decided that miner wasn't interesting enough to accommodate it's own second tier skill tree, like it had in the beta. This may r may not be true, but in the beta it did seem like a very boring skill.

I just started playing again, so I don't remember, but wasn't some minig stuff rolled into one of the other 2nd tier professions, like Merchant or Industrialist?

O that's right, Industrialist got axed too, didn't it?




illovich
aka Opo'lo Lux & Anjada Lux
==Former Master TKA, some CH, plus some points & Former Master Artisan/Armorsmith, now A Structures Trader (why not?) ==
Now I guess I'll be a jedi that's unable to call his beloved pets from his datapad.
Make it so we can trade our pets in for callable ones, or at least deeds so we can put them in our houses and /cry! (lol)
Polished
Sun Apr 04, 2004 10:53 am
#9

There is a lack of skill after Surveying. I'd like to see something up there and miner would of interested me.



__________________________________________________________
Polished Serendipity (Died 3rd November 2005)
Plucky Swift (Died 3rd Novemeber 2005)

Hats off to SOE. Not many companies could take the best MMO on the market and fu*k it up completely, that takes real skill.
GraySeven
Sun Apr 04, 2004 5:44 pm
#10

Yeah, the mining profession was nixed in beta, but the big reason for the nix wasn't really lack of interest....


Commodities (resources) are the basic block of the economy. The Dev's could not allow placing the fundemental building block of the player economy firmly into the hands of one advanced profession. If only miners could mine, or if one profession gained an advantage in the gathering of resources, it could cause havoc among the player economy. This basic economic piece must be accessible to everyone within the game to allow fair and balanced play. A miner profession, while interesting, would just be too dominant in the resource market.


That being said, if you are really intent on "Mining" as a profession, you can do it under the current professions...Merchant allows reduced rates for structures in one tree, combat and scout skills would be almost neccessary to place harvesters in the wilderness....if you look hard enough, you could be very successful as a miner with the current professions....


Just don't expect to have one profession soley allowed to mine, it can't and won't happen.





Vahl Arturin - Elder Ranger, Elder Bounty Hunter, Elder Rifleman
&
Vaylis Arturin - Elder Armorsmith
Starsider
"The burning is love"

Astrodominus
Mon Apr 05, 2004 8:19 pm
#11

As a Master Artisan who's wealth primarily has come from selling mineral resources up until I was finally able to craft more desireable objects, I consider myself a Miner and would love to see more added to the game in this respect. Maybe it's not interesting enough to make a full-fledged profession, but I know I'd certainly spend some skill points to unlock advanced skill boxes above Surveying IV. Ideally this new mini-tree wouldn't take away anything from existing professions (I'm not in favor of only Miners being able to run harvesters, etc.) ... however, I like the idea of Miners being able to refine (slice? buff?) raw materials to produce better quality, conductivity, etc. This should be costly and perhaps even consume some oil or energy or something else in the purifying process. And I also am in favor of seeing new materials added to the game (Gold, Silver, Lead, Diamonds, types of Stone like Granite or Marble) ... currently no one can mine these, since they don't exist in the game. So no one would be disadvantaged by only allowing Miners to extract these much more rare resources (and naturally there would have to be some new schematics added to the game that would use these materials).


It's an idea that clearly needs some work, and I would vote for the Devs to address current bug fixes long before contemplating something totally new like this. But I do think it's a worthwhile idea that deserves some further exploration.


Naxet
Tue Apr 06, 2004 11:22 am
#12

Making weapons is actually alot more costly and time consuming than many would suspect. What makes it possible is that I mine 95% of my resources myself with heavies. If I had to buy most of it the cost would remove the profit from what I do. Mining MUST remain open to all. If only a few controlled it the price would soon strangle much of the crafting we have now.





Master Weaponsmith, Master Artisan, Master Pistoleer - Ahazi

Master Rifleman, Master Creature Handler - Tempest
Jnath
Tue Apr 06, 2004 11:30 am
#13

Good point Naxet, the devs are not gonna take a widely utilized skill and hand it into a few people with the desire to focus solely on it. It would up end the precious 'balance' that the devs so covet.



Jenar
Master Droid Engineer
Director - Cabal of the Toothy Maw
Cult of Sarlacc (Starsider)

"It's the accumulation of small pinpricks over time that causes one to bleed to death" -- Shian Tavkin, Master Droid Engineer/Master Artisan
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