Mining - Devblog

TiurTiur ProducerMember, Administrator, Immortal Posts: 731 admin
edited October 8 in Idea Box
Discussion thread for the post here:


  • HawaHawa Member Posts: 10
    Gonna have to read in the morning when I'm not knackered, but I want to voice my appreciation and delight that a devblog has been posted. I hope there'll be more in the future!
  • PhoeneciaPhoenecia The Merchant of Esterport Somewhere in AtticaMember Posts: 645 ✭✭✭✭✭
    Question time!

    1) There's slated to be 3 production skills. Farming, Mining, and ???. I can't remember if it was stated, but will we be able to have Farming in addition to Mining when it comes out? Reason I ask is because as it currently stands, comm production ends up becoming the burden of a dedicated few.

    2) Is Mining going to end up like Farming with a production aspect? As in, just as Farming gives you raw materials, will ores and stuff need to be refined? I used to play Mabinogi, which had a LOT of production and craft skills, and turning raw materials into useable commodities was a very large aspect of making anything.

    3) Related to the above, would there be any interplay between Mining and Forging such as forgers being able to smelt/refine ores into usable metals or being better able to mine or prospect?

    4) Since mining will involve finding ores and possibly gemstones, would we be able to get rare/hard to find stuff like platinum, starstone, sunstone, etc? Godstongue and zhikta peppers have been made widely available and in large quantities via farming when they were previously faction-locked with the Epicurean Academy, and could only harvest 5 per/rl day. Kind of wondering if similarly rare minerals, metals, and gemstones will receive the same treatment.
  • TiurTiur Producer Member, Administrator, Immortal Posts: 731 admin
    1) We've said before, you'll be able to have 2 out of 3, any mix. And we will put in a command to forget one and learn another at no cost, for a little while at least. So enjoy Farming and Mining all you like, there's no fear of loss.

    2) I'll leave this for a moment, deferring to how much @Razmael and @Kyna feel comfortable discussing.

    3) They'll have interplay in tool making and such, but Mining is a much larger project than Forging, so they don't overlap much. Being able to turn an ingot of iron into a sword is way different from extracting iron ore and making ingots.

    4) A lot of them could, but Mining is pretty expansive and can introduce difficulties other than rarity. Don't dig too deep!
  • KynaKyna Immortal Victoria, AustraliaMember, Immortal Posts: 261 Immortal
    2) We briefly touched on it before with the release of Farming that each skill will introduce city production rooms. So, yep! Mining will have them as well.

    3) As @Tiur mentioned, we wanted the Agriculture sets to interlink with each other, as well as other crafts. It will always be in a minor way, but one that supports the economy as a whole in both making it feel more fluid and more "real".

    4) As we have seen and introduced with Farming, it has its own little, rare, events that have a chance of giving you the opportunity for a rare material that lines up thematically. Mining will have these events in its own theme as well - so will ???.
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