fishing and mining | The Legend of Mir

fishing and mining

badgal123p69

Active Member
hey there lets start with fishing lol will it ever come back to the game lol guess not


oki all about mining get them pickaxes back on track of being used .... once a month we can have a mining event lol how this can work is say u have 24 hours to mine rare stone and gold ..... but the drops are super rare like 1% in 1000000000% will get a drop of something nice lol and we can see how many people will stop hunting and mining lol
 
Andy stated before that he didn't really like the idea of mining, cos nobody ever actually does it while at keyboard, if it was worthwhile all you'd get is a million store chars logged in afk. Doesn't really add anything to the game

The only way to stop it is to have mining areas as unsafe areas / no guards / no sz etc. and to discourage doing it on store chars by making the rewards match player level, but then you'd just have low levels complaining that the gap between high/low is growing even more
 
...... to fix that is easy if u are afk u can drop all u are mining on the floor if ur bag is full so say they are players not away from keyboard they can just pick ur drop for free it will stop players afking on this kind of event lol
 
I still fail to see what this adds to the game. If you want to make some quick gold, go hunt in a low level area that you can easily mass kill and pick up all the food items that drop. That's the "modern equivalent" of mining/fishing and essentially removes any of the problems listed above
 
hey there lets start with fishing lol will it ever come back to the game lol guess not


oki all about mining get them pickaxes back on track of being used .... once a month we can have a mining event lol how this can work is say u have 24 hours to mine rare stone and gold ..... but the drops are super rare like 1% in 1000000000% will get a drop of something nice lol and we can see how many people will stop hunting and mining lol

My first post back on here in a while but that suggestion of 'super rare' drop rate of 1 in a billion, that's the standard of going drops rate anyway isnt it :tongue-new:
 
My first post back on here in a while but that suggestion of 'super rare' drop rate of 1 in a billion, that's the standard of going drops rate anyway isnt it :tongue-new:

I'm going on some very rough maths here based on a few estimations I've made for celestial items (helm/neck/brace/ring/boots/belt) and for weapons/armour, given personal experience and first hand information on things that have been dropped, how many of each mob are actually killed, and a healthy dose of extrapolation. They may not be accurate, but I'd say as estimates they will be good enough

I think for mobs in CT (normal mobs) you're about 1/200,000 for items and 1/2,000,000 for weapons/armour (bear in mind these rates are greatly improved for super/champion), subs (guardians) something like 1/5000 for items and 1/20,000 for weapons/armour
Tomb of the Dead your normal mobs will be a lot lower rate, I'd estimate in the region of between a 5th and a 10th of the rate of CT, and biles 1/20,000 for items and 1/80,000 for weapons/armour

So for example, if CT mobs have a rate of 1/200,000 for each item and there's 6 different types of items, that means you're looking at 6/200,000 chance each mob, so on average you should see 1 cele item in around 33k mob kills, which approximately equates to clearing all the rooms 16 times.

As I said, my estimates may be a bit optimistic, but if the drop rates were any higher there would be too many items and they'd seem less special, some people really do kill bonkers amounts of these mobs. When solo I can easily do 1k+ kills per hour and there's loads of people who can do the same, on a big exp recall group hunt we probably do more than double that rate

To conclude, a billion to 1 chance of a drop is maybe a little higher than reality, but not too far off the mark in terms of scale
 
I'm going on some very rough maths here based on a few estimations I've made for celestial items (helm/neck/brace/ring/boots/belt) and for weapons/armour, given personal experience and first hand information on things that have been dropped, how many of each mob are actually killed, and a healthy dose of extrapolation. They may not be accurate, but I'd say as estimates they will be good enough

I think for mobs in CT (normal mobs) you're about 1/200,000 for items and 1/2,000,000 for weapons/armour (bear in mind these rates are greatly improved for super/champion), subs (guardians) something like 1/5000 for items and 1/20,000 for weapons/armour
Tomb of the Dead your normal mobs will be a lot lower rate, I'd estimate in the region of between a 5th and a 10th of the rate of CT, and biles 1/20,000 for items and 1/80,000 for weapons/armour

So for example, if CT mobs have a rate of 1/200,000 for each item and there's 6 different types of items, that means you're looking at 6/200,000 chance each mob, so on average you should see 1 cele item in around 33k mob kills, which approximately equates to clearing all the rooms 16 times.

As I said, my estimates may be a bit optimistic, but if the drop rates were any higher there would be too many items and they'd seem less special, some people really do kill bonkers amounts of these mobs. When solo I can easily do 1k+ kills per hour and there's loads of people who can do the same, on a big exp recall group hunt we probably do more than double that rate

To conclude, a billion to 1 chance of a drop is maybe a little higher than reality, but not too far off the mark in terms of scale

Impressive Zade!
So in conclusion, my moment of 'attempting to be funny' was quite serious and accurate! I do agree, the drop rate is acceptable on Arcadia.

I think one of the many secrets behind Andy's servers is that drop rates are not too high so there is always a carrot dangling for somebody.
 
Andy stated before that he didn't really like the idea of mining, cos nobody ever actually does it while at keyboard, if it was worthwhile all you'd get is a million store chars logged in afk. Doesn't really add anything to the game

The only way to stop it is to have mining areas as unsafe areas / no guards / no sz etc. and to discourage doing it on store chars by making the rewards match player level, but then you'd just have low levels complaining that the gap between high/low is growing even more

Amazingly your wrong.. just because you can’t see a way of making it non afk-able doesn’t mean there isn’t a way of doing it, chronicles for example, have notes “Random mobs” that look like rocks, you can mine from a wall but theses nodes, and they have 3 stages 1/3 1/2 and 1/1, so once you’ve reached 1/1 they’ll disappear and you’ll have to find another node, there’s also monsters inside those caves. And the nodes never spawn in the same spot/same time at once..

Not too difficult to even add neither. Sorry to “Burst your bubble”

- could be used for all sorts btw, all depends on the person who’s making the content. I made it so it was used to craft gems/orbs incase people didn’t have time/items/levels to boss hunt. Also made it so there was 5 different mining areas which each one would result in different materials, to make various crafting items, which expired after a week or so.
 
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Amazingly your wrong.. just because you can’t see a way of making it non afk-able doesn’t mean there isn’t a way of doing it, chronicles for example, have notes “Random mobs” that look like rocks, you can mine from a wall but theses nodes, and they have 3 stages 1/3 1/2 and 1/1, so once you’ve reached 1/1 they’ll disappear and you’ll have to find another node, there’s also monsters inside those caves. And the nodes never spawn in the same spot/same time at once..

Not too difficult to even add neither. Sorry to “Burst your bubble”

- could be used for all sorts btw, all depends on the person who’s making the content. I made it so it was used to craft gems/orbs incase people didn’t have time/items/levels to boss hunt. Also made it so there was 5 different mining areas which each one would result in different materials, to make various crafting items, which expired after a week or so.

No bubbles to burst :)

I didn't actually say there wasn't any way of doing it, there's always a way to do anything, but it would require some big changes and my main point is that it wouldn't really add anything, maybe I'll reword that to "it wouldn't really add anything in it's current form"

Maybe I've just not been around as long as you and haven't had a chance to develop as much cynicism yet :p
 
Mining would need to be useful, fun, engaging and exciting
The ore would need to have an important role in game
I'm not there yet!
 
My first post back on here in a while but that suggestion of 'super rare' drop rate of 1 in a billion, that's the standard of going drops rate anyway isnt it :tongue-new:

1 in a billion? Has the chance of a drop been increased then :p

Feels like 1 in 'as rare as rocking horse shite' at the mo!

I hope <cough> that the Halloween event <cough> <cough> is a bit of a bonanza, the God of drops has been a bit 'tardy' lately (well, he has been from trash mobs, dunno about boss drops, as a solo player the higher bosses aint really for me + I am a bit crap!)

I am getting that Holy Crystal itch but AH prices are ridiculous - 2,000 - 3,000 gg for an Armour just isn't gonna happen!
 
1 in a billion? Has the chance of a drop been increased then :p

Feels like 1 in 'as rare as rocking horse shite' at the mo!

I hope <cough> that the Halloween event <cough> <cough> is a bit of a bonanza, the God of drops has been a bit 'tardy' lately (well, he has been from trash mobs, dunno about boss drops, as a solo player the higher bosses aint really for me + I am a bit crap!)

I am getting that Holy Crystal itch but AH prices are ridiculous - 2,000 - 3,000 gg for an Armour just isn't gonna happen!

I've found drops to be quite plentiful, maybe you just aren't killing enough :)
 
I've found drops to be quite plentiful, maybe you just aren't killing enough :)

I am killing by the 1,000's in Jungle mate. Not a sausage, other than pots, flowers and the odd gem (do sometimes get the odd trash item, nothing to write home about tho). I haven't out levelled the place, still get decent exp from mobs. Also go lakes and islands and a little bit of dead isle. True, I aint killing quick enough on isle but I aint at that level yet.

I am a subscriber as well.

Not moaning about gold, that drops plenty enough, just that no one is selling for gold anymore, anything worth buying is priced in gg and for big, big numbers.
 
I am killing by the 1,000's in Jungle mate. Not a sausage, other than pots, flowers and the odd gem (do sometimes get the odd trash item, nothing to write home about tho). I haven't out levelled the place, still get decent exp from mobs. Also go lakes and islands and a little bit of dead isle. True, I aint killing quick enough on isle but I aint at that level yet.

I am a subscriber as well.

Not moaning about gold, that drops plenty enough, just that no one is selling for gold anymore, anything worth buying is priced in gg and for big, big numbers.

I see your point. Back in the day I spent a lot of time in jungle and got a few items there, they weren't trash at the time but I guess they are less valuable now because the top players don't need them any more so you can only really sell to other people who hunt there too and probably already have them.

It's a difficult balance to strike, because making the area drop better things will just attract higher levels to come and camp it and you'll still end up with nothing. I'm not sure what the solution is
 
I am killing by the 1,000's in Jungle mate. Not a sausage, other than pots, flowers and the odd gem (do sometimes get the odd trash item, nothing to write home about tho). I haven't out levelled the place, still get decent exp from mobs. Also go lakes and islands and a little bit of dead isle. True, I aint killing quick enough on isle but I aint at that level yet.

I am a subscriber as well.

Not moaning about gold, that drops plenty enough, just that no one is selling for gold anymore, anything worth buying is priced in gg and for big, big numbers.

'NOT A SAUSAGE' Should legit be a .wav file that gets played every time you kill a boss and a grinding oil appears.
Probably the best phrase to sum up 2 hours of life I've ever heard
 
Never really been a fan of the idea of fishing. Seems to me (I might be wrong) like another activity that is fun for the first ten minutes, then quickly loses it's novelty and turns into an afk activity that no one ever really bothers with. It also, in my opinion, doesn't seem to add much value to the game's pacing & overall theme/style.

As for mining however, I think there's still a spark somewhere. I had a thought on the topic last night actually, here's an idea that popped into my head:

Idea Base:
A re-occurring bounty system where players must acquire certain amounts of ore at a certain purity and turn them into the bounty holder for a reward of Gold & GamePoints maybe?

Mechanics:
  • Randomised Bounties:
    One occasion you might be required to mine 5 x Gold (Purity 15+), 8 x Silver (Purity 20+), 10 x Iron (Purity 25+) and 15 x Copper (Purity 30+).
    Another occasion you might need to mine 10 x Gold (Purity 20+) and 5 x Silver (Purity 30+).
    Bounties may switch every (x) amount of hours/days perhaps?​
  • Toxic Gases:
    The mines are filled with toxic fumes that periodically damage the player based on health (%) - AFK deterrent (-5% HP every 60 seconds?) % based values allow level scaling.​
  • Pneumoconioses (A type of Lung Disease)
    If players remain in the mineshaft for a period of time, they will receive a debuff that reduces attack speed significantly (thus impacting their mining performance) for a period of time. Players can optionally search and destroy randomly spawning Arstiorite Rocks (first name to pop into my head - don't laugh) that appear in the mineshaft that will cure the disease temporarily. The Rocks take on the behaviour of other entities such as Lily Pads in Paradise, Oak Trees etc. whereby their health is represented by the amount of melee hits they must take to 'kill' - that way we cater to all player levels & strengths.​
  • Ore Degradation
    "Well, we could always just stockpile a ton of ore on a store char and turn them in when bounties appear." *LOUD BUZZER NOISE* Ore will expire after (x) amount of time (enough to last a bounty change or two maybe).​
  • Scaling Reward System
    Rewards vary depending on the character level. Higher level characters will receive greater rewards.
    This provides different opportunities; lower levels can always farm the ore and try sell it to other higher level players looking to complete their bounties but are busy engaging in other server activities, but they're also able to utilise the ore themselves if they are also looking for a steady increase to GamePoints etc.
    Why scaling? Pretty easy to create a load of low level accounts to keep the influx going, reward players who have put their back into the game and give them purpose to want to pull away from doing other things. Will the rich will get richer? Not quite, the rewards need to be worth it but not enough to flood the server, and as well, you still need to wait for the bounties! Don't forget, for the amount of time you spend grinding in the mine, you are not spending time engaging in the other activities going on around you.​

Branching Idea Pathway:
This idea could always branch into other areas that can allow for many updates and cater to a larger audience.
Some ideas:
  • Doesn't necessarily need to be purely ore that you need to gather. Could fill the mines with monsters, certain monsters drop certain items needed to complete the bounty? Throw a mix of other factors in there to spice it up.
  • The mine could have a scaling dungeon mechanic similar to Ice Temple, Naga Ruins, Desert City etc. whereby the monsters increase in strength/level, and different variants of zombie appear the further into the mine you go (such as ranged enemies). Complete with it's own boss and subs. The Toxic Fumes and Pneumoconioses map modifiers would really throw a wrench in the works, can see some good teamwork here.
  • Mined ore fused together with some other item(s) could be used to improve the quality and produce a utility item for the player?
  • The final end boss at the end of the mine could have a small chance to drop a "Rusty Key" which can be used to open up a quest-like dungeon similar to RDD & BlueDD where a strong group is needed. On it's own, the item is useless. The player could mine a series of Ore to upgrade it.
    Rusty Key + 10 x Gold Ore P30+ = Golden Key - Grants access to EXTREME level dungeon. (Extremely difficult mobs & best quality loot)
    Rusty Key + 10 x Silver Ore P30+ = Silver Key - Grants access to HARD level dungeon. (Hard difficulty mobs & great quality loot)
    Rusty Key + 10 x Iron Ore P30+ = Iron Key - Grants access to MEDIUM level dungeon. (Normal difficulty mobs & average quality loot)
    Rusty Key + 10 x Copper Ore P30+ = Copper Key - Grants access to EASY level dungeon. (Easy difficult mobs & low quality loot)
    Entry into the dungeon(s) require a certain level and a fee of GamePoints.​

Would be a lot of things to take into consideration and heavy emphasis on balance would need to be closely looked at.
This was just some rough, off-the-top-of-my-head stuff and have probably missed a few key points. I don't know, just some fuel for thought.
 
Never really been a fan of the idea of fishing. Seems to me (I might be wrong) like another activity that is fun for the first ten minutes, then quickly loses it's novelty and turns into an afk activity that no one ever really bothers with. It also, in my opinion, doesn't seem to add much value to the game's pacing & overall theme/style.

As for mining however, I think there's still a spark somewhere. I had a thought on the topic last night actually, here's an idea that popped into my head:

Idea Base:
A re-occurring bounty system where players must acquire certain amounts of ore at a certain purity and turn them into the bounty holder for a reward of Gold & GamePoints maybe?

Mechanics:
  • Randomised Bounties:
    One occasion you might be required to mine 5 x Gold (Purity 15+), 8 x Silver (Purity 20+), 10 x Iron (Purity 25+) and 15 x Copper (Purity 30+).
    Another occasion you might need to mine 10 x Gold (Purity 20+) and 5 x Silver (Purity 30+).
    Bounties may switch every (x) amount of hours/days perhaps?​
  • Toxic Gases:
    The mines are filled with toxic fumes that periodically damage the player based on health (%) - AFK deterrent (-5% HP every 60 seconds?) % based values allow level scaling.​
  • Pneumoconioses (A type of Lung Disease)
    If players remain in the mineshaft for a period of time, they will receive a debuff that reduces attack speed significantly (thus impacting their mining performance) for a period of time. Players can optionally search and destroy randomly spawning Arstiorite Rocks (first name to pop into my head - don't laugh) that appear in the mineshaft that will cure the disease temporarily. The Rocks take on the behaviour of other entities such as Lily Pads in Paradise, Oak Trees etc. whereby their health is represented by the amount of melee hits they must take to 'kill' - that way we cater to all player levels & strengths.​
  • Ore Degradation
    "Well, we could always just stockpile a ton of ore on a store char and turn them in when bounties appear." *LOUD BUZZER NOISE* Ore will expire after (x) amount of time (enough to last a bounty change or two maybe).​
  • Scaling Reward System
    Rewards vary depending on the character level. Higher level characters will receive greater rewards.
    This provides different opportunities; lower levels can always farm the ore and try sell it to other higher level players looking to complete their bounties but are busy engaging in other server activities, but they're also able to utilise the ore themselves if they are also looking for a steady increase to GamePoints etc.
    Why scaling? Pretty easy to create a load of low level accounts to keep the influx going, reward players who have put their back into the game and give them purpose to want to pull away from doing other things. Will the rich will get richer? Not quite, the rewards need to be worth it but not enough to flood the server, and as well, you still need to wait for the bounties! Don't forget, for the amount of time you spend grinding in the mine, you are not spending time engaging in the other activities going on around you.​

Branching Idea Pathway:
This idea could always branch into other areas that can allow for many updates and cater to a larger audience.
Some ideas:
  • Doesn't necessarily need to be purely ore that you need to gather. Could fill the mines with monsters, certain monsters drop certain items needed to complete the bounty? Throw a mix of other factors in there to spice it up.
  • The mine could have a scaling dungeon mechanic similar to Ice Temple, Naga Ruins, Desert City etc. whereby the monsters increase in strength/level, and different variants of zombie appear the further into the mine you go (such as ranged enemies). Complete with it's own boss and subs. The Toxic Fumes and Pneumoconioses map modifiers would really throw a wrench in the works, can see some good teamwork here.
  • Mined ore fused together with some other item(s) could be used to improve the quality and produce a utility item for the player?
  • The final end boss at the end of the mine could have a small chance to drop a "Rusty Key" which can be used to open up a quest-like dungeon similar to RDD & BlueDD where a strong group is needed. On it's own, the item is useless. The player could mine a series of Ore to upgrade it.
    Rusty Key + 10 x Gold Ore P30+ = Golden Key - Grants access to EXTREME level dungeon. (Extremely difficult mobs & best quality loot)
    Rusty Key + 10 x Silver Ore P30+ = Silver Key - Grants access to HARD level dungeon. (Hard difficulty mobs & great quality loot)
    Rusty Key + 10 x Iron Ore P30+ = Iron Key - Grants access to MEDIUM level dungeon. (Normal difficulty mobs & average quality loot)
    Rusty Key + 10 x Copper Ore P30+ = Copper Key - Grants access to EASY level dungeon. (Easy difficult mobs & low quality loot)
    Entry into the dungeon(s) require a certain level and a fee of GamePoints.​

Would be a lot of things to take into consideration and heavy emphasis on balance would need to be closely looked at.
This was just some rough, off-the-top-of-my-head stuff and have probably missed a few key points. I don't know, just some fuel for thought.

Nice! Stop spamming forum and get back to work :))
 
Mining in dragon server during its days was very successful. guess we need those ores to be usefull for mining to take off.. back then it was mainly to sell ores for gold but after sometime as game economy changed, ppl were only interested in mining for black ores to upgrade their weapons.. It would be very interesting if players could mine and then maybe use those ores mined to upgrade their items.. maye to max 15 states
 
Mining in dragon server during its days was very successful. guess we need those ores to be usefull for mining to take off.. back then it was mainly to sell ores for gold but after sometime as game economy changed, ppl were only interested in mining for black ores to upgrade their weapons.. It would be very interesting if players could mine and then maybe use those ores mined to upgrade their items.. maye to max 15 states

It's a good idea, but I think Andy's point was that no matter how useful you make it, it needs to be fun too, otherwise it'll just turn into another afk activity that only benefits people who can leave their computers on all the time.

It seems to me that the focus of this conversation needs to be more about how to make mining a fun and engaging activity, rather than about the actual ore and it's uses
 
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