Gheed, there's a big difference between stockpiling consumables (eg ingots) and non-consumables (eg spellbooks).
(Though I personally consider spellbooks "consumables", I collect ones with LRC/Magery bonuses on 'em and hand 'em out to newbies in New Haven).
Quite frankly I think the main problem is that only mining and lumberjacking got hit with these changes. It doesn't matter quite so much for lumberjacks; the demand for coloured wood is far lower then the demand for coloured ingots, or even granite (if you discount the scripter collections, at least).
I have multiple 60k piles of standard ingots, but just a few hundred val ingots. I'm simply not interested in bothering with the system when my demand for a given resource vastly outweighs my supply, so I go do something else. But I realise that's not how it is for everyone. The problem is that there's no way to enjoy crafting unless you're really prepared to gather resources all the time, and because, let's face it, mining is dull, many people aren't.
Let's just say the whole thing would seem fairer if tailoring also saw some changes. No amount of "suspension of disbelief" could accept random leather drops though, so that's unlikely to happen, and people are likely to keep complaining.
The solution, as I see it, is to make mining interesting somehow. Make it so that people don't have to click and click and click and click the same things and the same things and the same things and the same things to get 12344654654523414*E bits of iron ore and 2 bits of val ore (which smelt down to nothing).
One idea is to automate the process so the player can do something else while the character works. Guild chat, for example. Let's face it, this wouldn't help scripters, it'd just level the field. Adding more clicks helps the scripters. One click every ten seconds beats ten clicks every ten seconds, at least from a player's perspective.
Or maybe throw in some mini game where the node contents comes up on the screen, and you get your chance to try and extract exactly what you want from it (where the difficulty is based on the resources you're aiming at moderated by your skill level + race bonus).
Heck, perhaps nodes could run into other nodes, and a miner with enough skill could be told in which direction to go in order to continue mining whatever was being harvested in the last dig.
Anything could be done really.
But as it stands, mining is for the hardcore. There's no way to get into it from a casual perspective. That wouldn't be a problem if it was true for all other aspects of UO, but that just isn't the case. If it WAS the case, there'd be very few players left indeed.
(Though I personally consider spellbooks "consumables", I collect ones with LRC/Magery bonuses on 'em and hand 'em out to newbies in New Haven).
Heheheh, good luck keeping a steady supply of coloured granite on hand... These days only a dedicated crafter can pull that off.And quite frankly what ARE you doing crafting if you don't keep a steady supply of crafting resources at hand?
Quite frankly I think the main problem is that only mining and lumberjacking got hit with these changes. It doesn't matter quite so much for lumberjacks; the demand for coloured wood is far lower then the demand for coloured ingots, or even granite (if you discount the scripter collections, at least).
I have multiple 60k piles of standard ingots, but just a few hundred val ingots. I'm simply not interested in bothering with the system when my demand for a given resource vastly outweighs my supply, so I go do something else. But I realise that's not how it is for everyone. The problem is that there's no way to enjoy crafting unless you're really prepared to gather resources all the time, and because, let's face it, mining is dull, many people aren't.
Let's just say the whole thing would seem fairer if tailoring also saw some changes. No amount of "suspension of disbelief" could accept random leather drops though, so that's unlikely to happen, and people are likely to keep complaining.
The solution, as I see it, is to make mining interesting somehow. Make it so that people don't have to click and click and click and click the same things and the same things and the same things and the same things to get 12344654654523414*E bits of iron ore and 2 bits of val ore (which smelt down to nothing).
One idea is to automate the process so the player can do something else while the character works. Guild chat, for example. Let's face it, this wouldn't help scripters, it'd just level the field. Adding more clicks helps the scripters. One click every ten seconds beats ten clicks every ten seconds, at least from a player's perspective.
Or maybe throw in some mini game where the node contents comes up on the screen, and you get your chance to try and extract exactly what you want from it (where the difficulty is based on the resources you're aiming at moderated by your skill level + race bonus).
Heck, perhaps nodes could run into other nodes, and a miner with enough skill could be told in which direction to go in order to continue mining whatever was being harvested in the last dig.
Anything could be done really.
But as it stands, mining is for the hardcore. There's no way to get into it from a casual perspective. That wouldn't be a problem if it was true for all other aspects of UO, but that just isn't the case. If it WAS the case, there'd be very few players left indeed.