Make a new mining system, reformulate everything

Do you like the current mining system?


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    18
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Dulpus

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Apr 5, 2021
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This system was was created for M01 in 2009 and is not up to modern standards. You cant even chop a tree down in 2021 MO2.
It's kinda crazy how you can literaly import the whole tree chopping system directly from UE4 and they still think chopping the same tree for hours is good
you can even follow a youtube tutorial for this:
 
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Ibarruri

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May 28, 2020
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Mining was my first profession at MO1. And while I considered myself a hardcore miner, I must admit that it is a tough and time consuming craft. The debate on whether starvault should implement minigames or some kind of change in mining is very old, and finally it has not been. The system is the same as MO1. I do not plan to mine too much in mo2, I would still like to see some interesting news. However it may be to obtain metals, it must always be hard and difficult arduous work. Otherwise its value would go down.
 
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Dulpus

New member
Apr 5, 2021
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Mining was my first profession at MO1. And while I considered myself a hardcore miner, I must admit that it is a tough and time consuming craft. The debate on whether starvault should implement minigames or some kind of change in mining is very old, and finally it has not been. The system is the same as MO1. I do not plan to mine too much in mo2, I would still like to see some interesting news. However it may be to obtain metals, it must always be hard and difficult arduous work. Otherwise its value would go down.
I think as a new player i must say that if they try to follow the same direction as MO1 took, the result will be the same. Nobody is gonna play it
 
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Speznat

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May 28, 2020
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I really hope that they make atleast the stone nodes infinite. because than you dont have to change position all the time and can finally enjoy watching a movie or youtube videos.
 
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Xunila

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May 28, 2020
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I really hope that they make atleast the stone nodes infinite. because than you dont have to change position all the time and can finally enjoy watching a movie or youtube videos.

And then using a portable crusher for infinite first level extraction at the same position inside keep walls?

Very funny!
 

Speznat

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And then using a portable crusher for infinite first level extraction at the same position inside keep walls?

Very funny!
What i mean is:

Gathering stones is boring like hell. So everyone watches youtube or movies or do whatever while gahtering stones. And its fukcing annoying to switch nodes all the time. So its so fucking boring that it would be much better if you could atleast relax for hours long without needing to make short breaks into you movie wathcing or in what youre doing, just to switch the node again. Because right now it is a total pain in the ass, to mine rocks.

Usecases:
Everyone could gather rocks while moving grocery shoping in real life.
Everyone could gather rocks while lying around in the garden without the need, to watch inside every 5minutes to switch the shitty node.
Everyone could do boring real life shit necessities without the need to think of the damn miner to switch the shit node again. and get interupted all day.

But right now:
You need to break everything youre doing right now, to switch the damn node. WHY!!! just WHY?
Its not an interresting mechanic at all. No its not and never will be. Because every one of us is gathering these rocks while doing other things instead of starring at the hauling animation.

Please star vault. Make it interresting and if you can't, just dont make it so fucking annoying.

Solution:
Nodes are infinite.
The new map you have longer transport ways anyway and second you can't carry 10 millions stakcs.
And someone can kill you and gather your rocks.

In my opinion the infinite nodes would be less annoying than the braindead switch all the time.
 
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Ask

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Jun 10, 2020
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I really hope that they make atleast the stone nodes infinite. because than you dont have to change position all the time and can finally enjoy watching a movie or youtube videos.
Well, with the massive increase on the amount of nodes they might as well do that. At this point it wouldn't be game breaking, more of a QoL change. Except on gabore and tephra.
 

Amadman

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May 28, 2020
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Well, with the massive increase on the amount of nodes they might as well do that. At this point it wouldn't be game breaking, more of a QoL change. Except on gabore and tephra.

I disagree. Currently there can be a competitive nature to mining with spots being finite and depletable. Part of the mining 'game' is actually finding spots that have not been mined out.

In the past I have suggested more dynamic mining nodes that could lead to larger caps the longer they go without being mined. This could lead to frequently mined nodes near towns/houses/keeps being low most of the time because minded often. And out of the way nodes growing.

Basically such a system would allow a guild or individual to find good locations to mine in the world. However, over time the good spot will eventually turn bad if overly mined.

I mostly thought this was needed to increase the ability of groups to mine together. Though with SV increasing the amount of ore everywhere, it should make group mining less of an issue now.

Making it more dynamic could still add an additional element of having to continually manage how much good minable ore you have access to in the world. Which also could lead to more conflict for good mining locations.

It is probably just one of those things that sounds ok but will not be possible do to database limitations or something similar. But at least they have added much more normal mining spots into the world. Which should open it up to group mining more.
 
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I disagree. Currently there can be a competitive nature to mining with spots being finite and depletable. Part of the mining 'game' is actually finding spots that have not been mined out.

In the past I have suggested more dynamic mining nodes that could lead to larger caps the longer they go without being mined. This could lead to frequent nodes near towns being low most of the time because minded often. And out of the way nodes growing.

Basically such a system would allow a guild or individual to find good locations to mine in the world. However, over time the good spot will eventually turn bad if overly mined.

I mostly thought this was needed to increase the ability of groups to mine together. Though increasing the amount of ore everywhere should make group mining less of an issue now. It should be much easier for groups to mine together in MO2 than it was in MO1.

Making it more dynamic could still add an additional element of having to continually manage how much ore you have access to in the world. Which also could lead to more conflict for good mining locations.

I mainly said what I did in jest, however your theory that all the nodes close to town are somewhat empty is simply not true. In fact, in the last 2 hours I've mined enough granum and calx at fabernum to make half a stack of steel. That's with the town being ram packed full of players. Maybe in MO1 that system would make sense but in the current climate with the huge amount of rocks absolutely everywhere their is no point to venture far from town unless that town doesn't have the specific resource you need.
 
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With that being said, on the whole topic. I'd prefer if extraction timers were completely removed but the yield was cut in half. That way it still takes the same amount of time to make the materials but its more engaging than simply standing around in a game you pay every month to play.
 

Amadman

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May 28, 2020
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A padded room.
I mainly said what I did in jest, however your theory that all the nodes close to town are somewhat empty is simply not true. In fact, in the last 2 hours I've mined enough granum and calx at fabernum to make half a stack of steel. That's with the town being ram packed full of players. Maybe in MO1 that system would make sense but in the current climate with the huge amount of rocks absolutely everywhere their is no point to venture far from town unless that town doesn't have the specific resource you need.

I mine those spots as well. So, you really can not tell me that you often do not find many of the calx locations already mined down. And you also know you have to move about to different locations to find the ones that will get you the ore you need.

You are competing with other miners in this situation.

If all resource spots where unlimited then there would just be swarms of gatherers around the nearest rocks/trees.

It is in fact exactly how it was when MO1 first released.


Edit: I do agree though that the system I proposed in the past did make more sense then than it does now with so many nodes available.
 
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Ask

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"I mine those spots as well. So, you really can not tell me that you often do not find many of the calx locations already mined down. And you also know you have to move about to different locations to find the ones that will get you the ore you need."

-Between farbernum and the lake that the river it connects too down the hill ill always find nodes that have not been mined. I do it on a veela on foot, mine 6k and run back. If I have to go a bit further down the river than I would like then sure no worries. Its only 10k calx per 1k steel. I also know how to properly pick a rock to where I can get nodes most people miss. That part comes with experience. The only thing you need at fabernum to make steel saburra powder, that is very easy to get. 1 run on a mount when they actually implement bags will get you enough powder to make stacks of steel. Then you could also skip it and just make tung. So when you say move around to different locations you make it sound like a great challenge when it is not.


"You are competing with other miners in this situation."

-True but from my experience over the past month its hardly challenging.

"If all resource spots where unlimited then there would just be swarms of gatherers around the nearest rocks/trees."

-I have to tell you again that I mainly said that in jest.

"It is in fact exactly how it was when MO1 first released."

-The first few months will always be chaotic, that's something we cannot really help but I don't think its needs an entire new system implemented to counter it because once competition dies down it wont be as valid.

"I do agree though that the system I proposed in the past did make more sense then than it does now with so many nodes available."

-I'm glad you have come to a similar conclusion on the node amount as myself.
 

Amadman

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May 28, 2020
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A padded room.
"I mine those spots as well. So, you really can not tell me that you often do not find many of the calx locations already mined down. And you also know you have to move about to different locations to find the ones that will get you the ore you need."

-Between farbernum and the lake that the river it connects too down the hill ill always find nodes that have not been mined. I do it on a veela on foot, mine 6k and run back. If I have to go a bit further down the river than I would like then sure no worries. Its only 10k calx per 1k steel. I also know how to properly pick a rock to where I can get nodes most people miss. That part comes with experience. The only thing you need at fabernum to make steel saburra powder, that is very easy to get. 1 run on a mount when they actually implement bags will get you enough powder to make stacks of steel. Then you could also skip it and just make tung. So when you say move around to different locations you make it sound like a great challenge when it is not.


"You are competing with other miners in this situation."

-True but from my experience over the past month its hardly challenging.

"If all resource spots where unlimited then there would just be swarms of gatherers around the nearest rocks/trees."

-I have to tell you again that I mainly said that in jest.

"It is in fact exactly how it was when MO1 first released."

-The first few months will always be chaotic, that's something we cannot really help but I don't think its needs an entire new system implemented to counter it because once competition dies down it wont be as valid.

"I do agree though that the system I proposed in the past did make more sense then than it does now with so many nodes available."

-I'm glad you have come to a similar conclusion on the node amount as myself.

I think we are mostly on the same page.

My main disagreement is against the idea of unlimited nodes. Which probably would have been better directed at Speznat since he was the one to actually bring it up. Take that out of the equation and I really have little to argue.

I Basically just quoted you because you was the most recent one that seemed to be agreeing with that idea as I was reading/posting.

I am not saying the competition currently is to little or to much. I am only saying (to those that support unlimited nodes) that this competition would be removed if unlimited nodes was added.

Everyone would simply gather at the nearest nodes like they did when it was that way before.
 
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