RuneScape Dev Diaries - Mining & Smithing #4: Mining 101
wie Sie tun, machen, Film, Beispiel
Watch our previous Dev Diary, focusing on Profit: bit.ly/devdiary3 In this episode of Mining & Smithing Dev Diaries, we pick Mods Osborne and Jack's brains on the subject of mining and how it will change after the Mining & Smithing rework. *Spoilers* it won't be like combat! Mod Osborne's favourite colour is Blue-rite? As always, your feedback is the bedrock of these videos, so head here to take part: Forums: http://services.runescape.com/m=forum/forums.ws?16,17,467,65855893 Reddit: https://www.reddit.com/r/runescape/comments/5fpqp3/dev_diaries_ep4_mining_101/ Twitter: #DevDiaries or leave a comment below Play RuneScape Free: http://bit.ly/PlayRuneScape Join our other communities! Join us on: Twitch - http://www.twitch.tv/runescape Reddit - http://www.reddit.com/r/runescape Twitter - http://twitter.com/runescape Facebook - http://www.facebook.com/runescape www.runescape.com
Kommentare
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do a summoning rework!
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3:19 So it won't be available for free to play? Something Jagex has always done, is make it so we could do the skills to max in free world.(or used to when i last played back in 2007)
So this new rework, will make it only viable to do mining after say lvl 50...only if you are a member.
-1 on that part. -
I love the idea of taking away that randomness of getting ore and replacing it with a progress bar where you can see how much faster you become as you level up. Also removing the competition aspect will make mining so much friendlier. No more "my rock go away"
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Love the change for the competition aspect of mining.
I like the boosts that come with each level.
Faster training I guess sounds good with seren being at the top.
The progression on the rock progress seems a bit iffy to me, but it kind of has to change to accommodate other which I welcome. -
One small thing that crossed my mind. What will become of the metal dragons after this rework? It's not like their bars are the real reason of why they are sought, but still... just wondering. Also, since you're already at it, what about a dungeoneering item for bar drops, much like a herbicide. Of course it would make no sense that it would give double xp for each bar, or even equal xp, but maybe half? Or maybe it could cost an absurd amount of tokens. Dunno, you guys can figure out the math.
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Just thought About the profit issue of the last vid, what are your opinions of something like this:
Maybe It's possible to dissasemble (normal non masterwork items) and get materials for intention and some energy. Which in turn isn't tradeable, but is needed to make that overload kind of smith item. Which could mean that lower tier gives less energy than higher tiered items. So in a way it comes to this; the items that can be traded also get consumed next to beeing sold. Thus they are temporaly removed from the market and upon making the overload (it will be consumed). Also it might be an idea to include malev. energies to increase the chance of succes of making the overload item.
Maybe If we think this could work and with the help of you ppl we might be able to steer jagex abit in de direction we want it to go. My idea isn't perfect but might be a starting point / fresh set of eyes at the issue. -
drill minigame
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if animations are your problem then you would need to change the ore into a more feasible object such as a cluster not to harp on living rock but the cluster allows alot of problems to be solved like who gets ore and how much they get in order to make it different you would have to make these clusters a addition rather than redoing the wheel the next part is adding a restriction to stop copying like a quest reuqirement or a system somilar to blast furnace
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keldagrim should have a player house teleport and the best mining system in the game coal trucks should be able to reach your player house after this is your part jagex
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I love the sound of the stream of xp!
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An idea for possible directions to go with the gear you make is: having a base armor set per tier (i.e. Necrite), and being able to add something like patches or upgrade kits that can either be made or dropped, which change the working of the gear.
This opens up multiple avenues for types of armor like you talked about. For example, add a Power Kit to your armor pieces to make it have strength bonuses, or a Defence Kit to boost its defensive stats or add an hp boost. Possibly others. The patches would make the gear degradable (possibly to dust?),
Resources required to make the patches could be the random "chronicle fragment" items that are occasionally given.
I'm all for feedback as this is something I just came up with on the spot -
They need to up the damn xp rates. I can't stand how ridiculously slow and boring it is.
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as someone who has loved the smithing skill, one of my favourite ways to level it on newer accounts is to do cannonballs for a really slow level up with high profit, and I really like that as "the way to level smithing without losing money" for the question you asked near the start of the video.
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The standard animation- the overhead swing co-relates to getting a piece of ore, while tapping is no ore. This is to help the player know that they are engaged in the mining (and not standing there doing nothing).
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Will the slight bonuses be more than just gemstones?
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An alternate free method would be awesome! It would be nice for Ironman accounts especially...
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Random thing that pops out should be a fossil-
Could be sold to Varrock Mueseum for exp
Could be used in summoning for ancient creatures
Could be reverted for scales, hide, and special charms that could be incorporated into armor for special bonuses (untradable) -
Defenitely decouple mining exp from getting the ore.... This wil combat the current situation where people are mining low tier to get the most exp/hr.
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Idea: make tier 90 gear's base ore be an rng reward for mining high tier ore(like diamonds from mining but a bit rarer). Evtnhough rng isn't generally the way to go, I think it makes sense this way. Artefact gear is also rng based. In order to keep prices steady there must be some rarity to the ore. Whilst still earning money for mining the base ore, the random tier 90 resources are the real money makers, like gear is for bossing/slayer. The danger of making the high-tier readily mineable is that it is going to be real cheap, gear is currently expensive because of it's rarity.
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I love the idea of stackable ores.