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"Question of the Week" forum
(QOTW 03082010) Get Resourceful With QOTW
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Topic: (QOTW 03082010) Get Resourceful With QOTW (Read 3217 times)
Moll
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Posts: 1211
(QOTW 03082010) Get Resourceful With QOTW
«
on:
March 08, 2010, 08:43:59 AM »
Hello, community!
Here is today’s question of the week.
Roughly how many different kinds of unique resources can we expect to see in the game? Are we talking a few (single-digit number) major resources where a some will be very common and a couple will be extremely rare, or can we look forward to a more complex system with dozens or more different resources that range from all-purpose materials to very uncommon minerals only used for crafting very specific items?
There are approximately two dozen types of resources in Earthrise, distributed equally between Basic and Rare. Basic resources contain both metallic and organic resources retrieved from robotic or mutated opponents. Rare resources will come from mining territories that guilds take under control. Basic resources will not have rarity levels - they will be acquired from the global market, their price modified by the current condition of control of mines that provide it. Rare resources also will have levels of rarity as each territory will have limited choice of resources it can provide via mining, and resources which are considered more precious will be available from fewer territories, thus making conflicts for these resources more intense. As for crafting with resources, we strive to make resources balanced in their role in crafting, meaning that each basic and rare resource is equally useful compared to the other resources within it's group. We do not want to make any resource less useful than others, as this would cause disparity on the market and penalize crafters and harvesters who focus on collecting certain resources.
Feel resourceful, and contribute your thoughts below.
~ m.
«
Last Edit: March 08, 2010, 08:51:44 AM by Moll
»
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Kole
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Posts: 3829
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Re: (QOTW 03082010) Get Resourceful With QOTW
«
Reply #1 on:
March 08, 2010, 08:48:58 AM »
Wow, a surprising QOTW. I was expecting that there'd be more unique resources. 24ish mats shouldn't be too hard to keep track of.
One thing that interests me, you mention metallic and organic resources retrieved both from npcs and the market. Are there any basic resources that can't be acquired from either the market or npcs (i.e. do all basics mats have two sources?)
Does this also mean that you aren't implementing any of those additional harvestable material nodes you guys were considering?
Also, what about the only currently harvestable material, Xlyte (Xcelyte, etc) which requires harvesting mechs. This QOTW doesn't refer to it in any way. Is it still in the game?
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kayeffem
Hero of Sal Vitas
Posts: 775
Re: (QOTW 03082010) Get Resourceful With QOTW
«
Reply #2 on:
March 08, 2010, 09:17:20 AM »
wow awesome qotw.
Quote from: Kole on March 08, 2010, 08:48:58 AM
One thing that interests me, you mention metallic and organic resources retrieved both from npcs and the market. Are there any basic resources that can't be acquired from either the market or npcs (i.e. do all basics mats have two sources?)
I think you'll get the basic mats from npc farming or the mines. You might be able to get some from quests, but I would think the main two sources are mines/npcs.
Quote from: Kole on March 08, 2010, 08:48:58 AM
Does this also mean that you aren't implementing any of those additional harvestable material nodes you guys were considering?
Also, what about the only currently harvestable material, Xlyte (Xcelyte, etc) which requires harvesting mechs. This QOTW doesn't refer to it in any way. Is it still in the game?
Either they took it out, or you can mine it in guild territories. The other thing that seems weird to me is that there are some less available rare resources which will create a more limited supply. If the coal for crafting is to balance out the material requirements, does this mean that the rare are used less due to their rarity or equally to the basic mats?
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Ninjin
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Posts: 180
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Re: (QOTW 03082010) Get Resourceful With QOTW
«
Reply #3 on:
March 08, 2010, 11:29:16 AM »
Muchas gracias for the answer!
About two dozen seems like a great number of resources. Enough to create a lot of market fluctuation in prices, but not to such an extreme that would cause rarer resources to be more or less "worthless" simply due them not being used enough to cause a demand large enough for guilds to bother to defend lawless areas in order to mine them.
It also allows for guild-wide crafting strategies. That is, specialization by the guild crafters in items requiring the materials that can be mined on guild territories. The more materials in the mix, the more specialized those strategies can become. Great stuff!
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Felix12g
Hero of Sal Vitas
Posts: 1532
Re: (QOTW 03082010) Get Resourceful With QOTW
«
Reply #4 on:
March 08, 2010, 11:34:37 AM »
Nice QOTW.
Quote from: kayeffem on March 08, 2010, 09:17:20 AM
If the coal for crafting is to balance out the material requirements, does this mean that the rare are used less due to their rarity or equally to the basic mats?
I believe that simply means that gold is used as much in designs as diamonds or all of the other types of rare materials. Just as iron is used as much as silicon for the common materials. Names being examples.
Basically they want to keep Rare Material A from being worthless compared to Rare Material E. I'm sure there will end up being value differences but if they're designing it this way hopefully they'll stay relatively on par. That will help greatly in a bartering setup where guilds can trade materials without needing to liquidize their assets first.
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Ironfield
Honorary Citizen
Posts: 252
Re: (QOTW 03082010) Get Resourceful With QOTW
«
Reply #5 on:
March 08, 2010, 02:11:51 PM »
Damn a very nice economy QOTW indeed, many thanks Moll.
Quote from: Kole on March 08, 2010, 08:48:58 AM
Wow, a surprising QOTW. I was expecting that there'd be more unique resources. 24ish mats shouldn't be too hard to keep track of.
So to recap we have 24ish resources broken down into two categories of rare and common with about 12 resources each. Yep easy enough to follow and not too cumbersome.
Quote from: Kole on March 08, 2010, 08:48:58 AM
One thing that interests me, you mention metallic and organic resources retrieved both from npcs and the market. Are there any basic resources that can't be acquired from either the market or npcs (i.e. do all basics mats have two sources?)
I really think that with this quote from moll: “Basic resources will not have rarity levels - they will be acquired from the global market, their price modified by the current condition of control of mines that provide it” That it should read non-organic materials coming from the mines whilst organic materials should be “harvested” through combat.
I would hate to see too much hand holding and have these items come from an NPC source and not the players themselves as it will flatten the economic market.
Quote from: Kole on March 08, 2010, 08:48:58 AM
Does this also mean that you aren't implementing any of those additional harvestable material nodes you guys were considering?
Also, what about the only currently harvestable material, Xlyte (Xcelyte, etc) which requires harvesting mechs. This QOTW doesn't refer to it in any way. Is it still in the game?
Hmm good question Kole would be nice to have a solid answer to this. I don’t think that we will have lost out on Xcelyte harvesting as everything we’ve read to date suggests it’s a very powerful, if not the only, power source on Enterra ( used to power the cloning vats). As such it would make sense for MHS to leave it in game as a harvestable nod to be used to fuel our own very large and power hungry player built structures and maybe the biggest energy weapon based siege mechs (Gawd I hope wee have such mechs, large salvo firing ones work as well =D ).
-Ironfield
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Kole
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Re: (QOTW 03082010) Get Resourceful With QOTW
«
Reply #6 on:
March 08, 2010, 03:00:47 PM »
Quote from: Ironfield on March 08, 2010, 02:11:51 PM
Hmm good question Kole would be nice to have a solid answer to this. I don’t think that we will have lost out on Xcelyte harvesting as everything we’ve read to date suggests it’s a very powerful, if not the only, power source on Enterra ( used to power the cloning vats). As such it would make sense for MHS to leave it in game as a harvestable nod to be used to fuel our own very large and power hungry player built structures and maybe the biggest energy weapon based siege mechs (Gawd I hope wee have such mechs, large salvo firing ones work as well =D ).
It could be that Xcelyte isn't considered a resource for crafting but a consumable for powering mech's etc. Therefore it doesn't fall within the scope of this QOTW which is about crafting resources. Highly speculative but possible.
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Felix12g
Hero of Sal Vitas
Posts: 1532
Re: (QOTW 03082010) Get Resourceful With QOTW
«
Reply #7 on:
March 08, 2010, 04:16:35 PM »
True, that was always labeled simply as a fuel source.
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Annxii
Model Citizen
Posts: 189
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Re: (QOTW 03082010) Get Resourceful With QOTW
«
Reply #8 on:
March 08, 2010, 05:24:07 PM »
Both good and bad. A little disappointing with the few kinds of resources. I'm of course comparing it to SWG's insane amount but perhaps the active focus on making every resourse useful will compensate for the low count, which is good
I still expect there's quality difference within the same resource?
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Ironfield
Honorary Citizen
Posts: 252
Re: (QOTW 03082010) Get Resourceful With QOTW
«
Reply #9 on:
March 08, 2010, 07:24:05 PM »
Quote from: Annxii on March 08, 2010, 05:24:07 PM
Both good and bad. A little disappointing with the few kinds of resources. I'm of course comparing it to SWG's insane amount but perhaps the active focus on making every resourse useful will compensate for the low count, which is good
I still expect there's quality difference within the same resource?
I wouldn’t worry so much about the number of resources Annxii. I may sound like Xyleya, but here it goes: In EVE we have 16 types of ore and a further 12 different types of alloys which are either harvested or refined into 8 different types of minerals to be used in the construction process of ships, stations and their related components. It seems to have lead to a very vibrant and strong player driven economy. So whilst the resources are even smaller than the two dozen proposed I think we can alleviate some of your concern.
If we had too many it might become encumbersome and more prone to pointless materials never being used in the construction process. As you’ve stated and Moll, MHS are trying to focus on making all resources in their usage balanced within their crafting roles.
In addition:
Quote from: Moll on March 08, 2010, 08:43:59 AM
There are approximately two dozen types of resources in Earthrise, distributed equally between Basic and Rare. Basic resources contain both metallic and organic resources retrieved from robotic or mutated opponents. Rare resources will come from mining territories that guilds take under control.
I wanted to point out the above highlighted. In the Earthrise model Moll mentions approximately two dozen (24) types of resources in Earthrise, distributed equally between Basic and Rare. In affect there could indeed be more than or slightly less than (glass half full, glass half empty) the mentioned 24 resources come release of the game.
-Ironfield
Edited to add you last concern.
Quote from: Annxii on March 08, 2010, 05:24:07 PM
I still expect there's quality difference within the same resource?
No, the resources themselves will not have quality differences. However the components manufactured from the combination of resources, the type of factory used and the players skill level will affect the quality of the finished good. Same goes for recycling components and breaking them down into their original state. The raw materials in there base form will not change in value however the quantity returned will be less, significantly so if you do not have very high skills in recycling.
Edited again for spelling and grammar
«
Last Edit: March 08, 2010, 09:09:41 PM by Ironfield
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Alucard
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Re: (QOTW 03082010) Get Resourceful With QOTW
«
Reply #10 on:
March 08, 2010, 07:50:13 PM »
I approve this message.
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Annxii
Model Citizen
Posts: 189
Everything is on sale!
Re: (QOTW 03082010) Get Resourceful With QOTW
«
Reply #11 on:
March 08, 2010, 09:38:08 PM »
Quote from: Ironfield on March 08, 2010, 07:24:05 PM
Edited to add you last concern.
No, the resources themselves will not have quality differences. However the components manufactured from the combination of resources, the type of factory used and the players skill level will affect the quality of the finished good. Same goes for recycling components and breaking them down into their original state. The raw materials in there base form will not change in value however the quantity returned will be less, significantly so if you do not have very high skills in recycling.
... although, it is after all the components made from the resources that's the real interesting part so no quality on the resources themself might not make that much of a difference. Regardless, I'm looking forward to trying it myself! No final judgement to be made without having tried it personally
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Kole
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Posts: 3829
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Re: (QOTW 03082010) Get Resourceful With QOTW
«
Reply #12 on:
March 08, 2010, 11:02:01 PM »
Quote from: Ironfield on March 08, 2010, 07:24:05 PM
I wouldn’t worry so much about the number of resources Annxii. I may sound like Xyleya, but here it goes: In EVE we have 16 types of ore and a further 12 different types of alloys which are either harvested or refined into 8 different types of minerals to be used in the construction process of ships, stations and their related components. It seems to have lead to a very vibrant and strong player driven economy. So whilst the resources are even smaller than the two dozen proposed I think we can alleviate some of your concern.
Don't forget, we have combines too. Who knows how many of those there are? Another 24? Or more? (I thing there are 326 unique permutations when combining one resource with another)
Quote from: Ironfield on March 08, 2010, 07:24:05 PM
Edited to add you last concern.
No, the resources themselves will not have quality differences. However the components manufactured from the combination of resources, the type of factory used and the players skill level will affect the quality of the finished good. Same goes for recycling components and breaking them down into their original state. The raw materials in there base form will not change in value however the quantity returned will be less, significantly so if you do not have very high skills in recycling.
I thought the crafting qotws showed that resources did have quality?
«
Last Edit: March 09, 2010, 12:58:14 AM by Kole
»
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Ninjin
Model Citizen
Posts: 180
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Re: (QOTW 03082010) Get Resourceful With QOTW
«
Reply #13 on:
March 09, 2010, 12:13:43 AM »
Quote from: Ironfield on March 08, 2010, 07:24:05 PM
I wouldn’t worry so much about the number of resources Annxii. I may sound like Xyleya, but here it goes: In EVE we have 16 types of ore and a further 12 different types of alloys which are either harvested or refined into 8 different types of minerals to be used in the construction process of ships, stations and their related components. It seems to have lead to a very vibrant and strong player driven economy. So whilst the resources are even smaller than the two dozen proposed I think we can alleviate some of your concern.
It entirely depends on what the "resources" are. My personal impression was that they might not be like the ore's and alloys in EVE, that is, raw resources that needs to be refined into minerals, but rather some two dozen of "pure" resources used as the most basic components in any crafting activity. In which case there would be roughly 3 times as many combinations of resources compared to EVE. (Fair enough, they added 20+ more with moon mining and other stuff later, but that would just have been completely mad to have in the game from the beginning anyways.)
My guess is that those 2 dozen of resources might create a complex economy anyways.
And remember that you don't want a too complex system in the very beginning, it is better to add more resources after the economy has been established and the crafters are ready to specialize further.
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Holice
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Animosity
Re: (QOTW 03082010) Get Resourceful With QOTW
«
Reply #14 on:
March 09, 2010, 12:23:13 AM »
Quote from: Kole on March 08, 2010, 11:02:01 PM
I thought the crafting qotws showed that resources did have quality
They mentioned that the rare resources will but the basic won't. And this definitely sounds like a good idea, because it put more focus on the quality items (rare resources) over the basic ones.
I am relating the general crafting items to things you would normally buy from vendors in other mmo's, while the rare resources are the ones you hunt after more intensely.
Question thou...have they stated fully how minerals and territories work completely? So a guild takes over a territory, then they have to set up miners (as in structures that mine)? Then do the minerals get deposited into a guild vault in that territory and its up to the guild to decide whether to keep it all or to distribute some/all of it? Do you have to transport the minerals to a city hub to sell it? or can crafters travel to your base for purchase?
Im sure i have more questions but lets stick with these for now.
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