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Resource Gathering by: Forged Chaos
 

Introduction

by Ildefonse

This book contains information regarding resource gathering in Trials of Ascension. Learn all about mining, lumber jacking and herbalism.

Mining

by Forged Chaos

While mining is a dirty job, its importance should never be underestimated. It is absolutely vital to many things in ToA, even the economy.

You will be able to mine almost anywhere on the surface, meaning you won't have to worry about running around looking for nodes sticking out of the ground in order to mine.

You can expect to dig up what would make sense for the region you're in. Lots of sand in the desert, rock in the mountains, salt from salt flats, and so on. Over mining can deplete an area of its resources for a certain amount of time. We know that realistically you should be able to shovel sand from a desert or pull rock from a mountain all day long for weeks or months on end, but for the sake of balance we're putting some limits on how much you can extract in a given time.

And that's mining! Well, surface mining anyway.

If you want to get to the good stuff, you're going to have to tunnel for it. Tunnel mining is much more involved and dangerous than surface mining but can yield better and far more valuable resources.

To tunnel mine, you first need to place a mine shaft. This will take materials, time and labor to build. Once your mine shaft is built, you get a tiny tunnel to start mining in. Simple enough. As you mine the mine, your small tunnel will continuously gets deeper and deeper. As you go deeper into the earth, you'll begin to uncover more of the rare resources like flakes and nuggets of copper, silver and gold, as well as gems. However, the deeper you go, the more dangerous the tunnel becomes as its stability becomes less and less certain. Not too mention that you might come upon things that you'll wish you didn't unearth like underground creatures and pockets of flammable gas.

And there you have it -- mining.

FAQ

Will there be static creature/resource spawns?

Not in your typical MMO sense where you go down to the forested grove and watch deer spawn all day, watching a new one spawn three seconds after one was killed.

We will have areas, known as biomes, that will determine what type of and how many creatures get spawned there as well as how often. The spawned creatures will not be in a close proximity either. In other words, deer may spawn in the biome you're in, but not always in that nice tidy 50 feet x 50 feet forested grove.

The biomes will also know which plants, bushes and trees it can spawn and in what capacity.

Source: Official FAQ, 15-09-2012

So we can harvest items from the environment?

Absolutely. You will be able to cut down trees for timber and harvest plants and bushes for their resources (sometimes killing them in the process).

Source: Official FAQ, 15-09-2012

Could we in theory void an area of plants and animals?

In theory, yes. The biome will always be striving to get to its optimal count of plants and animals, but harvesting could out pace the biome's production rates. Another variable that will impact biome production is the presence of settlements. The biome will slow production of its resources when there is a settlement within. The more, and larger, the settlements, the more it will reduce its resource production.

Source: Official FAQ, 15-09-2012

Why would anyone want to acquire resources that are of no use to them?

This question is intriguing to me.

First thing I thought of was why someone might want to acquire resources that are of no use to them is for trading for things others have that are of no use to them. That's an open market economic model where (hopefully) every item in the game has value to someone somewhere.

Source: Forums (Varl), 21-12-2012

Will food spoil or will it have an infinite shelf life?

It will spoil.

Source: Forums (Brax), 04-01-2013

On farming and feeding the population of large settlements/cities

Well, regardless if the players ever were to succeed in setting up a utopian war-rare server or not, the players would eventually find out how hungry their characters are and start farming (in the actual sense, not the hording sense) on a much larger scale to help feed themselves as well as everyone else. That could happen on a standard warfaring server as well, though. Get likeminded individuals all interested in farming and making money off the hunger of others, and you might end up with quite the successful little culinary oligarchy going on.

Source: Forums (Varl), 04-01-2013

If players are the only guards, then now there's the factor of, "Does this person have a life, or do they like standing outside of a cave all day doing jack squat?"

Standing guard doesn't necessarily have to mean only at the mouth of the tunnel. Being a guard to protect friends and/or employers and be the first line of defense (as well as being an early warning system for the employers when someone or something attacks) would be very nice to have when your plying your trade skills. Having them stationed within proximity of you to be an effective shield and give enough time to the employer to respond and fire back aiding his guards could mean the difference between losing a LC and not. If the pay was good enough, it might be worth it.

Source: Forums (Varl), 06-01-2013

WIll there be any (relatively) safe places to mine?

You can mine within the NPC guard protected areas of your settlement/kingdom.

Source: Forums (Brax), 10-01-2013

On the location of settlements and resources

Don't forget raw resources won't be located everywhere. So what will settlements do that aren't located near said resources? For example what will a settlement in the desert do for water? Or what will a settlement out in the plains do for wood?

Source: Forums (Brax), 11-01-2013

Can you expand a bit on the currency system and NPC merchants?

First, it seems like there is a misunderstanding about our NPC's. We're going to have two types of NPC's: guards and merchants. Merchants, they do not carry an infinite amount of money or inventory, they're actually run and stocked by player characters. So whatever the player characters can put on those NPC's is what you will be able to buy, and that's it.

You will be able to sell to those merchant NPC's based on what their boss, the player character, tells them to buy. And of course the NPC has to have the proper amount of coinage on them to buy your items.

That taken care off, there will be no settlement minting. Creatures are not going to be dropping gold, unless it makes very good sense for them to have gold in the first place. We're essentially running a gold-silver-copper system.

You guys might be surprised to know that the majority of the money is going to come out of the ground, through mining.

Source: Podcast (Brax), 14-01-2013

Will there be a diverse amount of crafting ingredients found in the world? And items pertaining to medicines and poisons?

Yes, almost everything you'll find for your crafting stuff will be out in the world. Medicine and poisons, yes, there's going to be stuff for those. We don't have a lot planned as far as poison goes right now, it is in the design in a very simple format, but we want to really kind of go bonkers with the poison. Different effects and that sort of stuff. The majority of the ingredients will be plant based. But almost all of it you will be able to find out in the world, be it flora or fauna.

Source: Podcast (Brax), 14-01-2013

Will there be methods to store food or prevent it from spoiling too fast?

There will be a wide variety of climates within TerVarus and ice will certainly be prevalent, maybe one will innovate a "cold box"? maybe a "smoker"? "drying rack? Maybe one could store such things in a house or other settlement structure?

Source: Forums (Loestri), 18-01-2013

Will cannibalism be possible?

Am I twisted to think I like the fact that our systems have caused all of you to think of cannibalism as a survival instinct in TOA? How many games can say THAT? No official decision has been made yet regarding cannibalism, but when it is, we'll let you know. Cmere Clarisse....closer...closer....

Source: Forums (Varl), 19-01-2013

So, if you overbuild an area and block resource spawning, then you destroy all those building, will the spawning start up again?

Yes.

Source: Forums (Brax), 11-03-2013

If you cut down a tree and a pile of logs appear, can someone else be standing there and steal some of the logs?

Yes but he will be flagged as attackable without repercussion to anyone attacking him for a short duration.

[There is something in particular that flags it as "stealing" and not "helping"]

Source: Forums (Brax), 11-03-2013

Where can mines be placed?

A mine can be placed anywhere with the following restrictions:

Within settlement borders:
- A citizen can place a mine but only on a plot of land he owns.
- A lord can place a mine anywhere except on privately owned land.

Outside settlement borders:
- Anyone can place a mine anywhere but it under no protection of a settlement, even if a lord placed it. NPC guards will not leave a settlement's borders so no guards can be placed near it to guard it.

Source: Forums (Brax), 21-03-2013

Will all plant seeds be plantable?

Not every seed "planted" will produce a plant. Sometimes a seed is just a seed.

Source: Forums (Loestri), 25-03-2013

The End