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[LY] Wreak havoc at iron farming
Posted: 28 Jun 2022, 21:18
by jesusalva
- Fire Skulls drop Iron Ore / Coal at a rate considerably higher than slimes (or we make a Coal Skull for this)
- Fire skull at entrance of hurncald mines
- miners scared abandoned these mines, Mike informs this and mining camp is abandoned
- All TMW mineration moved to Tulimshar, ores prices adjustment accordingly.
- silver veins in Tonori Mines: Passive, drop iron ore and silver which sells for same price as red slime drops. Rate same as red slime. Spawn in groups rather than scattered but take a while to respawn so usually better to move between points instead of monopolizing one
- NO SILVER VEINS IN HURNSCALD
Trivial in Evolved, for Legacy "I'll see what I can do".
Yes or no?
PS. As default for development polls according to the new policies concerning hidden forums and whatevers, poll voters for this one are now visible. Justification of the vote encouraged. That's because Developers may ignore the numeric vote but the feedback is still useful.
Re: Wreak havoc at iron farming
Posted: 28 Jun 2022, 23:49
by Relm
jesusalva wrote: ↑28 Jun 2022, 21:18- Fire Skulls drop Iron Ore / Coal at a rate considerably higher than slimes (or we make a Coal Skull for this)
Fire skull drops would already be quite nice if flar were more usable and iron were more scarce (the real reason no one uses flar is iron powder is actually pretty cheap. This is because 111 int and huge magic attack bonuses from gear bring the maximum powder per ore from 6 up to 8, and raises the maximum lightning zaps per powder from 8 to 11 to... whatever it is with dark talisman. I don't actually know what it goes up to. But lowering inflexible demand in such a way will lower prices greatly. Iron ore used to be 2k each, and we used flar to save money.) If anything I think poison skulls are the ones who need more loot.
New skull mobs would be quite nice!
jesusalva wrote: ↑28 Jun 2022, 21:18- Fire skull at entrance of hurncald mines
Yay!
jesusalva wrote: ↑28 Jun 2022, 21:18- miners scared abandoned these mines, Mike informs this and mining camp is abandoned
Totally reasonable. I'm sure the giant spiders and scorpions aren't hospitable for working conditions either.
jesusalva wrote: ↑28 Jun 2022, 21:18- All TMW mineration moved to Tulimshar, ores prices adjustment accordingly.
mining, you mean?

It could be nice doing some kind of mining from actual rocks instead of killing slimes. Sure.
jesusalva wrote: ↑28 Jun 2022, 21:18- silver veins in Tonori Mines: Passive, drop iron ore and silver which sells for same price as red slime drops. Rate same as red slime. Spawn in groups rather than scattered but take a while to respawn so usually better to move between points instead of monopolizing one
Why not.
jesusalva wrote: ↑28 Jun 2022, 21:18- NO SILVER VEINS IN HURNSCALD
What is this "silver" you speak of, anyway? Helps explain why they closed the mine.
Re: Wreak havoc at iron farming
Posted: 29 Jun 2022, 00:46
by Ledmitz
For some reason, I'm unable to vote. (Turns out it was just all my browser security stuff). I'll try again after posting. It all sounds pretty good to me. The extra mining should help to keep people playing rather than sit AFK while they wait to hunt. You already know I'm a fan of skulls in the mines again. I always assumed the mines were already abandoned since there are no miners inside anyway. Giving a reason is a nice touch. IDK if we'll need coal skulls, but how would they attack? They sound brittle.. hehe.
Re: Wreak havoc at iron farming
Posted: 29 Jun 2022, 10:47
by WildX
Skulls are slow and relatively easy to avoid or lead away from your path. I would limit the mobs to two skulls like it used to be (not for nostalgia, but because it worked and was balanced) and let people decide if they want to brave it alone or ask for help from other players. The mine doesn't necessarily have to close IMO, it's already full of dangerous stuff. It's my understanding that those miners have always depended on brave adventurers to help clear out the tunnels of danger.
Re: Wreak havoc at iron farming
Posted: 29 Jun 2022, 20:08
by Relm
WildX wrote: ↑
It's my understanding that those miners have always depended on brave adventurers to help clear out the tunnels of danger.
Or maybe the miners are the yellow slimes, and the “brave adventurers” go in and murder them all to take their stuff!

Re: Wreak havoc at iron farming
Posted: 11 Nov 2022, 12:37
by Wellvin
Fire skulls and poison skulls should drop... skulls !
Re: [LY] Wreak havoc at iron farming
Posted: 11 Nov 2022, 12:42
by WildX
WildX wrote: ↑29 Jun 2022, 10:47
Skulls are slow and relatively easy to avoid or lead away from your path. I would limit the mobs to two skulls like it used to be (not for nostalgia, but because it worked and was balanced) and let people decide if they want to brave it alone or ask for help from other players. The mine doesn't necessarily have to close IMO, it's already full of dangerous stuff. It's my understanding that those miners have always depended on brave adventurers to help clear out the tunnels of danger.
FTR I still strongly support this idea.
Re: [LY] Wreak havoc at iron farming
Posted: 30 Dec 2022, 20:29
by jesusalva
I think I am done messing with mining for now, only a few more dialogs to edit but do tell if I broke stuff
Typically I spend some time watching players but end year is prohibitive.