I'm one of the ones who loves mining. As you can see below 99 mining is my main goal. I want it to be my first 99 followed by the other two in that order. I power mined about 1 level with granite before I began banking them. I couldn't stand watching them go to waste like that. Right now I have two grinds planned. 100,000 gold ore and 65,000 Shilo Gems. Together they should get me to 99 mining. I doubt I'll be done before sometime late spring or summer of next year, but I just love mining and to a certain degree smithing. For some reason there's just some charm that really grabs me. I like how my inventory fills up with pretty ores and then I love just banking them and all the colorful bars that come with them. [Did I mention I'm a pack rat to a fault?] Before I sold them I had mined 2000 copper and 2000 tin ore just for the sake of having them. Alright, so since I love mining so much, I've been thinking about the skill alot and wandering around from mine to mine trying out new things. So I've got some ideas here.... For some reason, I kind of 'like' the classical mining. The one rock one ore. But I do have a few ideas to throw out there. 1: Less competition. Letting rocks work like fishing spots. You don't compete with other people. Doesn't matter if the other person gets it right before you do, you can still get one of your own. As much I like to be a friendly player, I turn into a jerk whenever someone comes close to me when mining. Eeeet corrupts yuuuu and turns your heart dark. Anyway.... I can think of two ways of doing this... 1a: Keeping respawn times but have the rock respawn privately for each player. I think this might be a programming nightmare but I feel this is the best way to keep the classic feeling of mining in place. This will keep the number and location of rocks important as well. 1b: Unlimited ore per rock. I think this would make it too easy and cheapen the skill out. I wouldn't like to see this even if it were to make my grind easier. That and it would make all the good mines obsolete. I feel there is a reason why the Arzinian gold mine should be so good while other mines = not so good. If you have a single infinitely producing gold rock somewhere it kinda bites out the purpose of something cooler elsewhere, don't you think? 2: NPCS! I love the idea of the an NPC who's willing to help take your ore to the bank for a fee of course. Whether this be money, some of your load, or special currency like the trading sticks from the tribesman in the jungle, to the Kukkel (sp?) stuff that the lava men use. For example I wish the dwarf outside the Arzinian mine would also take tin. Or maybe any ore you dig period. If he took 6, or 3, or none that would be even better. Prices for each carrier can be related to different local quests. This shouldn't be too far fetched. I mean, not every mine needs to have any npc that's right next to the mine spot like each garden patch has a farmer and a leprechaun nearby.