Ending The Fight For Resources
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Dragon78114
MorbiusMonster
Slayer Noir
7 posters
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Ending The Fight For Resources
In the Runespan, nodes last longer if more people are siphoning from them.
I like this. It means that rather than fighting over resources, people cooperate, trying to get eachother together to maximise everyone's XP yield. The atmosphere in the Runespan is far more friendly than that at, say, the Varrock Yews, and I think it's part of what makes the Runespan an enjoyable experience.
So, how could this concept be applied elsewhere?
Mining
Fishing
Hunter
Woodcutting
Anything else?
I like this. It means that rather than fighting over resources, people cooperate, trying to get eachother together to maximise everyone's XP yield. The atmosphere in the Runespan is far more friendly than that at, say, the Varrock Yews, and I think it's part of what makes the Runespan an enjoyable experience.
So, how could this concept be applied elsewhere?
Mining
- Spoiler:
- -Rocks are replaced with veins. Mines become crescent shaped
-Veins give random ores when mined
-Different mines have different probabilities for their veins - for example, only mines with runite rocks currently in them would have a chance of giving rune ore in their veins
-Veins provide a small amount of experience per tick/swing of the axe, and experience upon successfully mining ore. This experience rate, while an improvement on the current, is the slowest experience gain but faster ore gain compared to my next idea
-Every so often, rocks will fall off creating "nodes" (they spawn a small distance away from the mineral veins). These grants much faster experience rate, but slower ore rate: i.e. the experience per tick/swing is much better, but the rate of ore is slower. The node-spawn rate is a chance when obtaining ore. The more people mining at a particular mine will increase the spawn rate due to more people potentially knocking them off
-Veins give either more XP or more ore when lots of people are mining them
-Cave distraction and diversion (similar to fire spirits) where you occasionally find a cave when mining mineral veins. These are instance based and only for you. Inside the cave will be chests, occasionally a giant of some description (fire spirit's loot table), or a water spring that you can wish at to gain a particular reward (such as bonus mining experience, or auto-banking for a small period of time, bonus experience rate, etc). Upon completing the little task inside, a micro-cutscene of the cave collapsing happens and you jump out back at the mine. (For realism's sake, it could always be "You feel a tremor, and jump out just in case." and so it's the same cave everytime, rather than one wall having lots of caves in it).
Fishing
- Spoiler:
- -Rather than fishing spots, all fishable coastlines/banks are now one long hitspot
-Players must prospect/bait the water to find a fishing spot
-The fishing spots are per world, and so you can work together to find them
-Bonus experience the more people that are fishing
-The spots go through phases. Active, Dispersing and Depleted. While dispersing, you can bait the water to attract them back
-You get bonus xp for being the first to locate a fishing spot and for baiting them; only one person needs to bait, but the bait is a consumable that someone must bring with them.
-The existing "bait" would be renamed "tackle".
Hunter
- Spoiler:
Um...
Woodcutting
- Spoiler:
-Ancient Trees?
Anything else?
- Spoiler:
- People could summon resources when they run out. You could have it so that it requires multiple people to recall an exhausted resource. Just as an addition to what we're toying with...
Last edited by Slayer Noir on Thu May 17, 2012 9:26 pm; edited 2 times in total
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Ending The Fight For Resources
I've noticed that you can gain more experience with bonfires if more people add to the same fire. Perhaps we also need to introduce something similar for mining wherein more than one person mining a rock will speed up getting the ore and all who contribute will get some.
MorbiusMonster- Templar
- Number of posts : 2641
Age : 31
Re: Ending The Fight For Resources
Good point. It seems this may be a trend.
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Ending The Fight For Resources
Yes! Dear lord! But that would encourage AFKing more and it would be easier to bot. What makes it useful in the Runespan is that the nodes are random, so you may not see another of the node for a long time. Also, since you cannot take the stuff from Runespan in to the world, there is no threat to the market.
But for something like yews, then it would destroy the yew market due to its newly found availability. I love to see something like that happen for ivy, however.
But for something like yews, then it would destroy the yew market due to its newly found availability. I love to see something like that happen for ivy, however.
Dragon78114- Partisan
- Number of posts : 1668
Age : 30
Location : Annandale-On-Hudson, New York
Re: Ending The Fight For Resources
"What makes it useful in the Runespan is that the nodes are random"
I personally think it would be worth overhauling other resources so that they can work with this system. Do you?
I personally think it would be worth overhauling other resources so that they can work with this system. Do you?
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Ending The Fight For Resources
It's already there, sort of, in terms of rare-resource respawning time, however it manages to contribute more competition at the same time.
Something like this would be really nice though. Instead of just competition resources and non-threat resources (i.e. fishing), some resources are there MORE depending on how many use it. Not sure where this would apply best, but I can see this being useful.
On another note though, the RuneSpan really doesn't need this, since its free. RC has always been about cost, and now its just AFK stuff
Something like this would be really nice though. Instead of just competition resources and non-threat resources (i.e. fishing), some resources are there MORE depending on how many use it. Not sure where this would apply best, but I can see this being useful.
On another note though, the RuneSpan really doesn't need this, since its free. RC has always been about cost, and now its just AFK stuff
Re: Ending The Fight For Resources
I didn't really count rare-resource respawn time if I'm honest. I can see why you would, but it doesn't really achieve the same things that nodes in the runespan do. All you have to do is log into a populated world - there's no communication with other people and so it doesn't create the same friendly atmosphere that Runespan has. I think it plays a part in keeping Runespan interesting too - I've been in there for ages and I should've gotten bored by now, yet inexplicably I haven't.
As for where it would be applied best, in an ideal Runescape, all elements of gameplay would have this. However, I think realistically the best targets would be resource-gathering skills - woodcutting, mining, and hunter in particular require you to compete with other people and it would be nice if instead you cooperated.
As for where it would be applied best, in an ideal Runescape, all elements of gameplay would have this. However, I think realistically the best targets would be resource-gathering skills - woodcutting, mining, and hunter in particular require you to compete with other people and it would be nice if instead you cooperated.
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Ending The Fight For Resources
I like the firemaking atmosphere too.
For fishing:
Rather than fishing spots, all fishable coastlines/banks are now one long hitspot. Players must prospect/bait the water to find a fishing spot. The fishing spots are per world, and so you can work together to find them. Bonus experience the more people that are fishing, and the spots go through phases. Active, Dispersing and Depleted. While dispersing, you can bait the water to attract them back. You get bonus xp for being the first to locate a fishing spot and for baiting them; only one person needs to bait, but the bait is a consumable that someone must bring with them.
The existing "bait" would be renamed "tackle".
For hunter you could always make it cooperative. You can lure/scare the creatures into other peoples traps, or apply bait to other peoples.
For fishing:
Rather than fishing spots, all fishable coastlines/banks are now one long hitspot. Players must prospect/bait the water to find a fishing spot. The fishing spots are per world, and so you can work together to find them. Bonus experience the more people that are fishing, and the spots go through phases. Active, Dispersing and Depleted. While dispersing, you can bait the water to attract them back. You get bonus xp for being the first to locate a fishing spot and for baiting them; only one person needs to bait, but the bait is a consumable that someone must bring with them.
The existing "bait" would be renamed "tackle".
For hunter you could always make it cooperative. You can lure/scare the creatures into other peoples traps, or apply bait to other peoples.
Re: Ending The Fight For Resources
I like the fishing ideas. Bonus XP for multiple people fishing at one spot - finding spots and throwing bait helps everyone, but earns you some nice extra XP. That'll easily make things friendlier than they are now.
At this rate, this will very quickly turn from a discussion into a suggestion - I've received a pretty positive response so far.
At this rate, this will very quickly turn from a discussion into a suggestion - I've received a pretty positive response so far.
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Ending The Fight For Resources
I think this could be implemented in woodcutting, players could gather around one special kind of tree, perphas an "ancient" variant of the common tree, wich would be bigger, but more difficult to chop down, but once this is done, the players would receive additional WC experience depending on the number of people present
Duskcurse- Partisan
- Number of posts : 1367
Age : 29
Location : Santiago, Chile
Re: Ending The Fight For Resources
Slayer Noir wrote:I like the fishing ideas. Bonus XP for multiple people fishing at one spot - finding spots and throwing bait helps everyone, but earns you some nice extra XP. That'll easily make things friendlier than they are now.
At this rate, this will very quickly turn from a discussion into a suggestion - I've received a pretty positive response so far.
My fishing idea would also kill fishing bots.
Re: Ending The Fight For Resources
How so, 3mpty?
And Dusk, I like the idea of ancient trees.
And Dusk, I like the idea of ancient trees.
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Ending The Fight For Resources
Well, they would have to be complex bots to be able to find fishing spots.
Re: Ending The Fight For Resources
I've just had a lightbulb moment!
People could summon resources when they run out. You could have it so that it requires multiple people to recall an exhausted resource. Just as an addition to what we're toying with...
EDIT: Actually, if we don't like summoning, I'm sure somehow another skill could be used to regrow resources
People could summon resources when they run out. You could have it so that it requires multiple people to recall an exhausted resource. Just as an addition to what we're toying with...
EDIT: Actually, if we don't like summoning, I'm sure somehow another skill could be used to regrow resources
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Ending The Fight For Resources
I remember that you could prospect rocks before mining them to find out what ore was in it before mining. Perhaps when it is mined, you can prospect it to speed up replenishment. The more who do it for, say, runite or bane ore, the faster it respawns, because you're all finding ore.
MorbiusMonster- Templar
- Number of posts : 2641
Age : 31
Re: Ending The Fight For Resources
And then 10 people fight over the 1 ore that's in the rock? Mining needs a much bigger overhaul to work with this system...
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Ending The Fight For Resources
I've never understood why the don't just make it like woodcutting.
I think my fishing idea could work with mining. Make it so you have to prospect for ores, and then share the ones with ore in them. Rather than one rock per mineral vein, change them to crescent shaped outcrops with maybe 3 hitspots per.
I think my fishing idea could work with mining. Make it so you have to prospect for ores, and then share the ones with ore in them. Rather than one rock per mineral vein, change them to crescent shaped outcrops with maybe 3 hitspots per.
Re: Ending The Fight For Resources
I think it'd be better if we could have "mines" where one wal would have one kind of ore, or more, but only of htose ores close in level-gap. The reset could go as you suggested 3mpty, perphas htere could be room for a mining minigame
Duskcurse- Partisan
- Number of posts : 1367
Age : 29
Location : Santiago, Chile
Re: Ending The Fight For Resources
like the gold ore mine both in Keldagrim and Karamja? or rune ess mine on the Lunar Isle? or the coal trucks?
Dragon78114- Partisan
- Number of posts : 1668
Age : 30
Location : Annandale-On-Hudson, New York
Re: Ending The Fight For Resources
I personally would change mining completely, so rocks are like nodes in the runespan.
Does this sound good to you guys?
-Each rock spawns a random ore at a random time
-Different mines have different probabilities for their rocks - for example, only mines with runite rocks currently in them would have a chance of spawning rune rocks
-Rocks now supply several ores, but as a trade off, there are less rocks per mine
-Players can somehow work together to increase either XP or ore yield
Does this sound good to you guys?
-Each rock spawns a random ore at a random time
-Different mines have different probabilities for their rocks - for example, only mines with runite rocks currently in them would have a chance of spawning rune rocks
-Rocks now supply several ores, but as a trade off, there are less rocks per mine
-Players can somehow work together to increase either XP or ore yield
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Ending The Fight For Resources
..or maybe apply that sort of tactic with the nodes from the Runespan, except these nodes will be the empty rocks. However, to give the player some continuity, the ores giving a constant supply (like the animals in the Runespan) would give much less xp than the nodes, but you will be able to take out a small number of ores per rock?
Dragon78114- Partisan
- Number of posts : 1668
Age : 30
Location : Annandale-On-Hudson, New York
Re: Ending The Fight For Resources
"..or maybe apply that sort of tactic with the nodes from the Runespan, except these nodes will be the empty rocks"
I'm not sure I understand what you mean there...
I'm not sure I understand what you mean there...
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Ending The Fight For Resources
you know how nodes teleport around the runespan? Well you can't have that happen with rocks, so they'll randomly have or have not ore in them.
Dragon78114- Partisan
- Number of posts : 1668
Age : 30
Location : Annandale-On-Hudson, New York
Re: Ending The Fight For Resources
I was hoping that was what you meant. That was what I was thinking
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Ending The Fight For Resources
Perphas some of your plane deas could be applied to mining
Duskcurse- Partisan
- Number of posts : 1367
Age : 29
Location : Santiago, Chile
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