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Gaining Skill at Mining, Logging, & Harvesting!!!Follow

#1 Jan 16 2004 at 1:12 PM Rating: Decent
Hey-

Don't you think it would make sense if we could gain skill in Mining, Logging & Harvesting??? The higher your skill gets should incease your chances of getting better items, and less chance of your tools breaking...

What do you all think???

#2 Jan 16 2004 at 1:29 PM Rating: Decent
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389 posts
What are you trying to accomplish with your changes? Do you think your changes would increase the amount of resource gathering done or decrease? What effect would these changes have on the economy of raw materials or on the finished crafted items that come from them?
#3 Jan 16 2004 at 1:33 PM Rating: Decent
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191 posts
well....if you think about it, even the most experienced miners and lumberjacks in the world don't get things easily, and no ammount of experience other than technique can prevent a tool breaking, so making a person's chance of getting better items and less chance of the tool breaking wouldnt make sense, but i can see where your coming from.
#4 Jan 16 2004 at 1:50 PM Rating: Decent
I suppose it would be cool to increase the results from our efforts of Mining, Loggoing, & Harvesting... rather than the frustrating experience it can be...

I also think this with compliment crafting skills... so that when your crafting goes up you have access to resources you need!

As a whole I think it would create more interest in gathering resources and in Crafting items.
#5 Jan 16 2004 at 2:11 PM Rating: Decent
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389 posts
Crafting is a skill based system. We have all seen how it is impossible to make money selling low level crafting goods. This is because people are willing to sell their goods at a loss in order to just increase their skill (so the can start making the good stuff). High level players who already have a sizeable bankroll can afford to do this but unfortunately the market is swamped with their goods and this means that low level crafters can't make any money crafting.

So if we made it so resource gathering was skill based I think it would drive down the price of ore. If I, having high skill, can get 20 pieces of ore in an hour and only spend 1000 gil on pickaxes, then I can sell my ore for a lot less then someone that spends 2 hours mining 20 pieces of iron and goes through 2000 gil on pickaxes.

So that is the danger. Having mining be skill based means it would be harder to get into and would require a larger initial investment of time and money to become profitable (like crafting is now).

But I agree that a skill system would encourage dedicated miners to mine a lot to increase their skill.
#6 Jan 16 2004 at 2:36 PM Rating: Good
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8,507 posts
I think adding skill to Mining, Logging & Harvesting would just shift costs. The dedicated miners would be mining more; and therefore adding more of a supply for crafting materials. The price for materials would drop, meaning more people could afford to start crafting...meaning more low level crafted items. So those items would drop even further in cost. The crafters will still be making next to nothing on their crafted items, the gatherers would me making next to nothing at low levels, considering the cost of gathering materials, and the increase in resource supply.

What does it all mean? Additional weeks of gameplay to have enough skill to mine the better resources, and craft the better items...heh..I'm all for it. I'll never be able to do it all anyways.
#7 Jan 16 2004 at 3:07 PM Rating: Decent
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1,369 posts
I think skills for logging, mining, and harvesting would be very detrimental. High level characters would run to the mines and chip off a bunch of mythril or darksteel, then make a bunch of ingots with a minimal investment. They would no longer need a fleet lower level people to support their craft, so the now unemployed miners wouldn't be able to scrape up enough money to buy new armor and spells. They would not actually reduce the cost of their finished items, (why make a 50% profit when you can make 80% instead) so the lower level folk would still have to find a way to get cash.

I really like the way that it is set up now. A level 75 character has just as much a chance to get a good item as I do. And really, it doesn't matter how good you are with a pick, if there is only tin in the ground where you are mining, you can't turn it in to silver.

Now what would be nice is if there were better axes, picks, and hatchets that you could craft that break less often. That would rock. Oh, and if pebbles were eradicated from the face of the Vana'diel, that would be good for me also. (Stupid no-good lousy rotten pebbles, breaking my picks and not actually worth anything…)

By the way, all of you miners out there in Bahamut, stop driving down the cost of platinum! I have to make a living somehow- dispel, phalanx, and refresh aren’t going to jump into my lap. Thank you.
#8 Jan 16 2004 at 3:08 PM Rating: Decent
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162 posts
I think it's a bad idea, for the reasons listed above, and I would go so far to say that the current implementation is like this for the aforementioned reasons.

I think having a higher likelihood of different ores in the tougher mines is a sort of balance in itself, and a fair one.
#9 Jan 16 2004 at 3:51 PM Rating: Decent
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110 posts
You could try to couple resource gathering skills with their associated crafting skills. IE the higher your blacksmith/goldsmith skill, the less likely a pick axe will break, etc. Lumber would go with with woodworking, and harvesting with clothmaking I'm guessing.

The only thing that having a higher skill in those crafts would provide is a higher chance that your tool doesn't break. Like someone already said, if you are in a tin mine, you can't make silver appear.

How would this affect the raw material prices is then the obvious question. I don't forsee that it would change the price of those items at all, since the chance of finding a raw material is unchanged. The demand for new tools however would be lower, but the price per tool could then in turn increase.

Alternatively, the idea of having multiple grades of tools would be nice as well. An adamantium pick-axe with a carbide shaft should not break easily.

Also, there is now equipment you can get that improves material gathering results, although by how much I do not know, since I don't have the money to purchase those items. You can view the cost to purchase these items as the cost of all the tools you would have to buy to get your skill up high to begin with if it were added.
#10 Jan 16 2004 at 7:22 PM Rating: Decent
How does mining/harvest work now? You use one pickaxe, for one mine location? Or do you keep using it until it breaks? I have not yet had the capital to attempt this, so could someone clarify for me?
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