I saw someone post an idea earlier in this thread regarding sand barrels... I like that concept.
Sand pits should be a fundamental part of gathering sand.
Sand barrels make this a viable option.
Sand should not come from standing in a bank.
Lunar spells are very convenient, but should not be used to bring resources into the game. I'm OK with using lunar spells to make parts of the game more convenient in the future (like a "clean all herbs" spell) that gives a clear choice between convenience and cost, but not for getting resources.
Important resources should not come from shops.
Bots buy them all and resell on the GE. It's frustrating to have to compete with them - time spent online, not actually playing.
Important resources should not be on drop tables.
That short-circuits the actual game. We don't need a repeat of "Zulrahscape".
Sand from sandstone mines is a good concept, but should have additional requirements because it's adding capability to an existing method
How about this: In order to get sand from the sandstone mine, there's a construction hotspot for a grinding machine. The machine is constructed from boards and metal parts made using the construction, smithing, and crafting skills. The grinding machine will require fuel (an inventory of logs or coal every now and then) and will degrade over time, requiring occasional replacement of parts. Higher levels may build better versions, requiring higher level materials but needing less maintenance and fuel. The highest leveled version (built from rune bars/magic logs) would be good for a few hours off an inventory of coal, and would need maybe 1 part replaced per 15 hours of use.
This way, there's an enhancement to the existing skill that meets a gap in resource availability, it's available to most players but its capabilities scale with other skills so it's not a "free lunch".
I'm leaning towards a no on the miscellania sand gathering.
11-Feb-2019 16:05:29
- Last edited on
11-Feb-2019 16:09:14
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iron itg