Transcript:Design - Mining - Basic Mechanics
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Mining - Basic Mechanics[edit | edit source]
Summary[edit | edit source]
Ore is obtained from rocks, the same as it works currently.
The major changes are:
- Old rocks moved down to the same level as their combat requirements.
- Four new tiers of rocks from 60 to 90.
- Rocks no longer deplete, and there is no competition between players.
- Stamina and rockertunity mechanics reward players who don't AFK.
- Ore box can be used to hold more ore than will fit in the inventory.
Basic Mining[edit | edit source]
When the player clicks on a rock, the character begins swinging at it with a mining pick. If the player is carrying multiple mining picks, they are chosen in this order:
- Held in hand
- Pick in toolbelt
With the rework, you can now freely add and remove mining picks from the toolbelt, although augmented picks still can't be added to it.
If the player chooses to ignore the more involved mechanics, then they will automatically accumulate mining XP and ore. XP will be gained on every swing of the pick, whereas ore is only obtained sometimes.
Rocks are not be hard to find, and will not deplete. This means that players will never be competing for ore. The quantity of ore a player can obtain, and the amount entering the economy as a result, are controlled by the mechanics themselves.
Difficulty & Progress[edit | edit source]
The character swings their mining pick automatically once every 2.4 seconds. Every time they do this, they deal damage to the rock. The amount of damage dealt per swing depends on the player's skill level and the type of pick they are using. Better picks get more damage per swing.
All rocks have hit points, which represent the amount of damage needed to get ore from the rock. Once the player has built up damage equal to the hit points of the rock, they get a piece of ore from that rock, and the damage is reset to 0. The rock is not destroyed or depleted. Any excess progress carries over, but more than one piece of ore can never be gained from a single swing.
The XP a player earns on each swing is equal to the amount of damage dealt, multiplied by a bonus for the rock type which increases with tier. This means that more damage = more XP, and mining higher tier rocks will usually give better xp than lower tier rocks.
Damage is stored even if you stop mining, or switch rocks, as long as you keep mining the same type of rock.
Hardness[edit | edit source]
In return for giving a better XP multiplier (and higher tier ore), higher tier rocks also have a hardness value. This is a flat reduction in the amount of damage dealt by every pick swing. For example, if the character would normally swing for 11 damage and the rock has a hardness of 10, they actually only get 1 damage.
A player gets past hardness by using a pick which is as good or better than the rock they are mining. For example, using a dragon pickaxe (level 60) to mine drakolith ore (also level 60) ignores all hardness. Using a dragon pickaxe to mine necrite ore (level 70) will get reduced damage.
As long as you're using the right level of pickaxe (or better), you can ignore this mechanic. It only affects players who are trying to mine high level ores with low level pickaxes.
Stamina & Exhaustion[edit | edit source]
Because rocks no longer deplete, by default there is no reason to do anything other than AFK. Stamina is a mechanic that unlocks at Mining 15 which is designed to reward more active play.
From Mining 15, the player has a hidden stamina bar when mining. This bar drops every time the character swings their pick, and refills to max whenever the player clicks on a rock. With a full stamina bar, the character deals an additional 25% progress with every hit. This equates to 25% faster XP and ore.
If the stamina bar is partially full, then the character deals 12.5% additional progress with every hit. This bonus is fixed whether the player’s stamina is almost full or almost empty. If the stamina bar reaches empty, the character gets no bonus and only earns the base rate of progress.
The highest amount of clicking which makes a difference is to click once after each swing of the pick, restoring stamina to full each time it drops below full. This is one click every 2.4 seconds, and will give the best possible rates.
The player’s stamina scales with the Agility and Mining levels.
Rockertunities[edit | edit source]
The other mechanic used to reward more active play is rockertunities. These are a little like mining bird's nests. Whenever a rock is struck, there is a chance that a nearby rock of the same rock type will become a 'rockertunity'. (Thematically this represents the characters spotting a particularly valuable or accessible piece of ore.)
Clicking the highlighted rock will reward the player with 4x damage for that swing, and use up the rockertunity. Because progress towards the next ore is kept even if you switch rock, the player won't lose any progress by doing this.
Strength & Agility[edit | edit source]
Strength and agility will both have a small effect on mining.
One tenth of the strength skill (rounded up) will be added to the damage with every pickaxe swing. The contribution of strength to mining effectiveness will be about 5% of overall mining performance at high level, so strength helps out but is in no way mandatory.
The player's agility skill is added to their mining skill when calculating how much stamina the player has. Although this could potentially double the size of the stamina bar, the resulting impact on the player's XP rate is fairly small.
Metal Bank[edit | edit source]
The metal bank is a special mining & smithing only bank which can be accessed through any anvil, forge or furnace. You can deposit your ores into it after a mining session where they can be used for smelting and smithing. More information about the metal bank can be found in the basic smithing mechanics document.
Ore Box[edit | edit source]
The ore box is a mechanic for allowing players to collect more ore than will fit in their inventory so that we can allow for longer mining sessions without banking interruptions. This should make drop mining less attractive.
The ore box is an inventory item which can carry up to 100 of each core ore type. Carrying extra ore boxes doesn’t increase this capacity, but some rewards can. The ore box is made through the smithing skill, and can be traded and bought and sold on the GE.
There is one tier of ore box for each tier of metal, and ore boxes can only store ore up to and including their own tier. For example, a steel ore box can store copper, tin, iron and coal, while an elder rune ore box can store any core ore.
The bronze ore box is made at an anvil from 2 bronze bars. Each next tier of ore box requires the previous tier and 2 bars of the next metal. For example, an iron ore box requires a bronze ore box and 2 iron bars. A rune ore box requires an adamant ore box and 2 rune bars. This means that the elder rune ore box requires 2 of each ore to make.
Ore Box in the Wilderness[edit | edit source]
As a special container, the ore box has special behaviours in the wilderness:
- The ore box drops on death.
- The ore box can only be dropped, not destroyed.
- Anywhere in the world, when a player drops their ore box (voluntarily or not) they also drop all ore currently in their ore box inventory.
- When a player is killed wherever death is unsafe, whether they are currently carrying an ore box or not, all their ore box inventory ore also drops.
- To avoid an exploit, the ore box cannot be banked using pack yak scrolls or any other method of remote banking.
- When the ore box is put into the bank, any ore in the ore box will also be put into the bank if possible (the bank, not the metal bank).
Pickaxes[edit | edit source]
There are two types of pickaxe - smithed pickaxes and special pickaxes.
Smithed pickaxes are ones the player can create themselves, such as iron, rune, necronium. Special pickaxes are rewards from quests or other content such as dragon, imcando, crystal.
Toolbelt Rules[edit | edit source]
Any non-augmented pickaxe can be put in the toolbelt.
Any pickaxe can be removed from the toolbelt, except bronze picks, which cannot be removed. This allows picks to be swapped, upgraded and converted into Smithing XP through burial smithing. It is no longer necessary to speak to Doc to remove certain pickaxes.
Placing a new pickaxe into the toolbelt removes the old one automatically. If the old pick is bronze, it is simply overridden instead.
Removing a pickaxe from the toolbelt leaves a default bronze pickaxe in its place. This is why bronze picks cannot be removed, to prevent a source of infinite pickaxes.
Augmentation[edit | edit source]
Only special pickaxes can be augmented. If they have been augmented, they cannot be placed in the toolbelt.
Special Pickaxe[edit | edit source]
Information about the different special pickaxes (like crystal, imcando, etc) can be found in the documentation on other content.
Geodes[edit | edit source]
A geode is a rare item obtained sometimes when mining which contains gems or other items.
Geodes are stackable (with the same kind of geode) and bankable, but not tradeable. By default a player has a 5% chance to get a geode each time they get a piece of ore when mining. There are three types of geode: sedimentary, igneous and metamorphic.
Sedimentary[edit | edit source]
Sedimentary geodes, which are free to play, always drop when mining copper, tin, iron, coal, adamantite, luminite or runite.
Sedimentary geodes contain a random free to play gem from opal to diamond.
Igneous[edit | edit source]
When mining the members rocks (orichalcite, drakolith, necrite, phasmatite, bane, light animica and dark animica) the player will normally get an igneous geode, but has a 1% chance to instead receive a metamorphic geode.
Igneous geodes contain a random gem from opal to dragonstone. They are proportionally much more likely to drop higher level gems than sedimentary geodes.
Metamorphic[edit | edit source]
Metamorphic geodes are occasionally received from members rocks. They are significantly more valuable and intended to create a "wow!" moment when mining.
The metamorphic geode always contains a random strange or golden rock the player has yet to earn.
In addition, the metamorphic geode also contains one of the following rare items, with an equal chance of each:
- 1 onyx
- 1 random crystal triskelion fragment
- 1 random piece of dragon equipment
- 1-10 concentrated alloy bars
- 1 enriched alloy bar
- 1 elite clue scroll, with a 1% chance to upgrade to master
- 1 random starved effigy
- 1 anima crystal
- 1 gift for the reaper
- 1 first age coin (new item, see below)
- 100-300 corrupted ore
First Age Coin[edit | edit source]
This item has no use, but it can be high alched for 1,000,000 coins.