A whole 5 minutes just to gather some items? This is going to be worse than I thought. Wow. Clearly setting the precedent for the imaginary time of MMORPGs made in the 1800’s.
Their current crafting "dev" is just a community member who happened to run their own pantheon theorycrafting forums.
Not a developer. Not someone who worked on another MMO before joining the Pantheon team. Not an MMO developer veteran.
Someone who absolutely holds up Silius' work in Vanguard as the epitome of awesome/punitive design and implementation.
So if you bloody-well adored that nonsense? You will LOVE what Nephele has come up with. Not only is the crafting system punitive, so is the harvesting!
Because just like Embers Adrift, you can NEVER have enough punitive in your fun game design. Then, you too can have double digit concurrency numbers, and stick to your insane design philosophies
Because just like Embers Adrift, you can NEVER have enough punitive in your fun game design. Then, you too can have double digit concurrency numbers, and stick to your insane design philosophies
Brought to you by the "Life's hard and then you die" school of amateur game design
"Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”
― Umberto Eco
“Microtransactions? In a single player role-playing game? Are you nuts?” ― CD PROJEKT RED
Their current crafting "dev" is just a community member who happened to run their own pantheon theorycrafting forums.
Not a developer. Not someone who worked on another MMO before joining the Pantheon team. Not an MMO developer veteran.
Someone who absolutely holds up Silius' work in Vanguard as the epitome of awesome/punitive design and implementation.
So if you bloody-well adored that nonsense? You will LOVE what Nephele has come up with. Not only is the crafting system punitive, so is the harvesting!
Because just like Embers Adrift, you can NEVER have enough punitive in your fun game design. Then, you too can have double digit concurrency numbers, and stick to your insane design philosophies
Yeah I cant understand this concept that fun = painful, boring, tedious.
I get challenge = fun for alot of people, I personally like alot of challenge in regards to mobs/battle/tactics/strategy, but thats not the same as this other concept that I see amatuer devs are going with, where they think people need to hate something so much that they love it.
Grinding on a rock for 10 minutes in a group wtf. What is the group supposed to be doing while this is happening, just cheering rah rah? So all the good mining/harvesting will be group only? So all the people that dont want to harvest will be bored to tears while this is going on, I hope all the people standing around are going to get some loot also.
Groups are going to ask people ahead of time if they are a miner, and then not invite them just so they can get through a dungeon in a reasonable time.
Did that inventory have only 10 spaces? LOL next up, ore will not stack, dev thinks that is so much fun, you will need to run back and forth to town to drop off all the ore you mine, people will have a blast.
I do notice alot of amateur devs punishing the players vs letting them have fun.
But now I have trouble caring that Pantheon even exists. Everything you hear from them since years is laughable and even the alpha version is nowhere near the horizon.
Star Citizen has a
playable alpha, already makes unbelievable tons of money, already has
absolutely top notch graphics, and has a project leader thats alife and
well and kickin'.
And despite all the
complaints of the fans theres a good chance we'll see the release
somewhen in the not too distant future. Maybe the next two years ?
Pantheon isnt anywhere near Star Citizen. Not even by a long shot.
It's no more painful than Ryzom gathering. However, with Ryzom gathering there is a chance your character can be damaged by what you are gathering.
Part of the real issue here is that work has been put into crafting and they want to show off their work but not realizing that it's as riveting as a user interface demonstration.
Clearly the animation needs to be faster. And quite frankly I'd be open to having real danger as a part of the process. Not every time but sometimes.
Imho there needs to be danger every single time.
Or alternatively some detection where if you're not in immediate danger the gathering takes only a couple of seconds.
I agree.
Here's how to fix this.
Scrap the entire system.
Make it like a survival game like Ark or Conan Exiles. You hit the tree/rock/shrub/corpse with a axe/pick/sickle/skinning knife and get immediate resources. Make it so there is a chance a monster will spawn that is a protector of the resource. Like earth elementals, obsidian elementals, etc for mining. Treants, dryads, and the like for woodcutting. Have huge nodes with boss versions. Place rare resources in hard to get to spots with high level monsters surrounding them.
That way you have danger on top of harvesting instead of randomly placed dumb bears, extra resources from killing the protectors and even boss fights while harvesting.
Fire the guy who came up with this crap.
"You CAN'T buy ships for RL money." - MaxBacon
"classification of games into MMOs is not by rational reasoning" - nariusseldon
I wonder if the developers have yet realized that having the harvesting/crafting system to be group dependent is only going to encourage more multi-boxing than it will grouping. Somehow that seems to go against their idea for a group-centric game. Or maybe it's just taking that concept to the extreme. What's next, shopping hoards?
Logic, my dear, merely enables one to be wrong with great authority.
I wonder if the developers have yet realized that having the harvesting/crafting system to be group dependent is only going to encourage more multi-boxing than it will grouping. Somehow that seems to go against their idea for a group-centric game. Or maybe it's just taking that concept to the extreme. What's next, shopping hoards?
That's the only way anyone is going to make a group to do this. With boxes. It's stupid. Nobody is going to join a harvesting group to stand there "fighting" big rocks and trees that don't fight back. It looks as boring as paint drying.
They might as well have protector monsters spawn so people can fight earth elementals etc, and actually fight rocks, instead of this idiotic system.
Here look I'll design something better in 5 mins:
Use Ark/Conan Exiles any survival game as the base idea. Nothing set in stone just throwing out some numbers I pulled from my behind.
Woodcutting, mining, skinning, herbalism, fishing. (more if ya want)
Node sizes small, medium, large, huge:
Small: 1 resource a hit, 0-5% chance to spawn a lower level protector Medium: 1-2 resource a hit, 0-10% chance to spawn a same level protector Large: 1-5 resource a hit, 0-15% chance to spawn a higher level protector Huge: 3-7 resource a hit, 5-15% chance to spawn a boss level protector
Any size larger has all the chances a smaller one would as well.
Woodcutting protectors: Depending on type of forest: Treants, dryads, pixies, forest animals any tree/jungle themed protector Can harvest extra and rare wood from the corpes with woodcutting
Mining: Depending on type of mineral/ore: Earth elementals, obsidian elementals, crystal constructs, stone golems any mineral themed protector Can harvest extra and rare minerals/ore from the corpses
Skinning: Any creature with furs/hides/scales: Chance for ghosts or spirits or predators to try and claim the kill, maybe parasites that come out of the body
Herbalism: Depending on flower/shrub type Shambling mounds, vines, carnivore plants, dryads, druids etc Harvest extra from protectors
Fishing: You see schools of fish but can do it anywhere Chance for Water elementals, sea folk, gators, sharks, sea creatures Harvest extra stuff again you get the idea
"You CAN'T buy ships for RL money." - MaxBacon
"classification of games into MMOs is not by rational reasoning" - nariusseldon
I like to farm resources during downtime when not killing mobs for xp/loot. This is usually done solo and just chill time. I am not a big fan of putting this loot behind high level mobs normally otherwise you cant have gatherers that are not also fighters. Some people just like gathering/crafting.
I am not opposed to having something where gatherers can all form a group in a zone, and any mats they get also go to the group, this way they can socialize while farming and encourage them to group up to farm, but make the radius of loot very big.
It seems pantheon is treating this rock like a mob sort of, trying to make it epic for the farmer, but whats in it for the group?
I like to farm resources during downtime when not killing mobs for xp/loot. This is usually done solo and just chill time. I am not a big fan of putting this loot behind high level mobs normally otherwise you cant have gatherers that are not also fighters. Some people just like gathering/crafting.
I am not opposed to having something where gatherers can all form a group in a zone, and any mats they get also go to the group, this way they can socialize while farming and encourage them to group up to farm, but make the radius of loot very big.
It seems pantheon is treating this rock like a mob sort of, trying to make it epic for the farmer, but whats in it for the group?
It's not just the rock being treated like a mob that doesn't attack back. It's the abilities they use on it that give crit chance but take away health. Then they want to do this with all the gathering giving players 10-12 abilities.
The entire system is a convoluted mess. Really you don't even need the system I proposed and could just copy any survival system and put monsters near the resources.
My main point was I would rather fight an earth elemental than fight a rock node. It's utterly stupid.
Really I just agree with your first part. What's wrong with harvesting being done solo and in downtime as a chill activity? If you wanted to make stuff rare just give it a low drop chance while harvesting.
"You CAN'T buy ships for RL money." - MaxBacon
"classification of games into MMOs is not by rational reasoning" - nariusseldon
That's the only way anyone is going to make a group to do this. With boxes. It's stupid. Nobody is going to join a harvesting group to stand there "fighting" big rocks and trees that don't fight back. It looks as boring as paint drying.
They might as well have protector monsters spawn so people can fight earth elementals etc, and actually fight rocks, instead of this idiotic system.
Here look I'll design something better in 5 mins:
Use Ark/Conan Exiles any survival game as the base idea. Nothing set in stone just throwing out some numbers I pulled from my behind.
Woodcutting, mining, skinning, herbalism, fishing. (more if ya want)
Node sizes small, medium, large, huge:
Small: 1 resource a hit, 0-5% chance to spawn a lower level protector Medium: 1-2 resource a hit, 0-10% chance to spawn a same level protector Large: 1-5 resource a hit, 0-15% chance to spawn a higher level protector Huge: 3-7 resource a hit, 5-15% chance to spawn a boss level protector
Any size larger has all the chances a smaller one would as well.
Woodcutting protectors: Depending on type of forest: Treants, dryads, pixies, forest animals any tree/jungle themed protector Can harvest extra and rare wood from the corpes with woodcutting
Mining: Depending on type of mineral/ore: Earth elementals, obsidian elementals, crystal constructs, stone golems any mineral themed protector Can harvest extra and rare minerals/ore from the corpses
Skinning: Any creature with furs/hides/scales: Chance for ghosts or spirits or predators to try and claim the kill, maybe parasites that come out of the body
Herbalism: Depending on flower/shrub type Shambling mounds, vines, carnivore plants, dryads, druids etc Harvest extra from protectors
Fishing: You see schools of fish but can do it anywhere Chance for Water elementals, sea folk, gators, sharks, sea creatures Harvest extra stuff again you get the idea
Not a bad idea. I might prefer to see the rare resources be on their own nodes, but that's a pretty workable solution.
The basic thing is that the developers (not only this particular game, but all games) really aren't putting forth a good effort. They aren't stretching prior ideas, like you have, and certainly aren't 'thinking outside the box'. No innovation, just a rehash of the same old, same old. Is it any wonder that players burn out on games so fast?
Personally, I think there are a lot of developers that are in pretty desperate need of being fired. Their ideas and products built on those ideas aren't worthy of the customer's payments. The main reasons developers seem to think their customers play is to rampage to the end of the game, become the best at something, and move on. There's no push to create interest in the depth of a system. Encourage players to explore new ways to use these systems to accomplish game goals, not purchase their way to that goal.
Logic, my dear, merely enables one to be wrong with great authority.
I like to farm resources during downtime when not killing mobs for xp/loot. This is usually done solo and just chill time. I am not a big fan of putting this loot behind high level mobs normally otherwise you cant have gatherers that are not also fighters. Some people just like gathering/crafting.
I am not opposed to having something where gatherers can all form a group in a zone, and any mats they get also go to the group, this way they can socialize while farming and encourage them to group up to farm, but make the radius of loot very big.
It seems pantheon is treating this rock like a mob sort of, trying to make it epic for the farmer, but whats in it for the group?
I suppose it depends on what the game is trying to do as far as the player experience.
In Lineage 2 we had dwarven spoilers who would use an ability on mobs and then use another to harvest materials.
There were materials that came from harder mobs as well as the pvp threat that was always there. If you had a Dwarven Spoiler (or whatever they were called) you'd group up and share your mats with those who helped you.
It wasn't really chill but it was fun.
Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb."
I like to farm resources during downtime when not killing mobs for xp/loot. This is usually done solo and just chill time. I am not a big fan of putting this loot behind high level mobs normally otherwise you cant have gatherers that are not also fighters. Some people just like gathering/crafting.
I am not opposed to having something where gatherers can all form a group in a zone, and any mats they get also go to the group, this way they can socialize while farming and encourage them to group up to farm, but make the radius of loot very big.
It seems pantheon is treating this rock like a mob sort of, trying to make it epic for the farmer, but whats in it for the group?
It's not just the rock being treated like a mob that doesn't attack back. It's the abilities they use on it that give crit chance but take away health. Then they want to do this with all the gathering giving players 10-12 abilities.
The entire system is a convoluted mess. Really you don't even need the system I proposed and could just copy any survival system and put monsters near the resources.
My main point was I would rather fight an earth elemental than fight a rock node. It's utterly stupid.
Really I just agree with your first part. What's wrong with harvesting being done solo and in downtime as a chill activity? If you wanted to make stuff rare just give it a low drop chance while harvesting.
I still like the way Ryzom did it. The world is essentially hostile, so as you dig up the resources you are causing damage that makes the world mad. The faster you dig, the madder it gets. You can watch a bar increasing to see the hostility level. If the bar peaks, it spawns a gas cloud that has a good chance of killing you.
It's a mini-game, and you can intersperse "care planning" actions that soothe the world, allowing you to keep digging. These actions are about 1 sec each, so you are constantly changing up your actions. Or, you can have a partner do the care planning, allowing you to dig at full speed with no danger.
I'm not in favor of spawning enemy mobs when collecting resources, that means a digger would have to do combat too. Many people just want to dig, not fight. Pantheon could implement it like that, with exploding rocks as you collect, and others could be using skills to stop the explosions.
The absolute best resources are in a PvP zone with very dangerous mobs, so you really need a protection team to dig there.
I like to farm resources during downtime when not killing mobs for xp/loot. This is usually done solo and just chill time. I am not a big fan of putting this loot behind high level mobs normally otherwise you cant have gatherers that are not also fighters. Some people just like gathering/crafting.
I am not opposed to having something where gatherers can all form a group in a zone, and any mats they get also go to the group, this way they can socialize while farming and encourage them to group up to farm, but make the radius of loot very big.
It seems pantheon is treating this rock like a mob sort of, trying to make it epic for the farmer, but whats in it for the group?
It's not just the rock being treated like a mob that doesn't attack back. It's the abilities they use on it that give crit chance but take away health. Then they want to do this with all the gathering giving players 10-12 abilities.
The entire system is a convoluted mess. Really you don't even need the system I proposed and could just copy any survival system and put monsters near the resources.
My main point was I would rather fight an earth elemental than fight a rock node. It's utterly stupid.
Really I just agree with your first part. What's wrong with harvesting being done solo and in downtime as a chill activity? If you wanted to make stuff rare just give it a low drop chance while harvesting.
I still like the way Ryzom did it. The world is essentially hostile, so as you dig up the resources you are causing damage that makes the world mad. The faster you dig, the madder it gets. You can watch a bar increasing to see the hostility level. If the bar peaks, it spawns a gas cloud that has a good chance of killing you.
It's a mini-game, and you can intersperse "care planning" actions that soothe the world, allowing you to keep digging. These actions are about 1 sec each, so you are constantly changing up your actions. Or, you can have a partner do the care planning, allowing you to dig at full speed with no danger.
I'm not in favor of spawning enemy mobs when collecting resources, that means a digger would have to do combat too. Many people just want to dig, not fight. Pantheon could implement it like that, with exploding rocks as you collect, and others could be using skills to stop the explosions.
The absolute best resources are in a PvP zone with very dangerous mobs, so you really need a protection team to dig there.
I was trying to think of a way to implement groups into harvesting and you made me realize one way to do it.
You have multiple harvest roles. Like digger and care planner. You would need to have more than two for groups. Maybe a prospector who improved the quality of the resource and could locate rarer resources. I dunno what other role you could have for harvesters and it seems like bloat having more than one tbh. Then have the combat characters protect them.
Still seems rather convoluted when what we are talking about is just hitting rocks and trees. I think the whole K.I.S.S. method should be applied here. Keep it simple stupid. I don't need abilities to hit a rock just a pickaxe.
It doesn't really need to be more than what survival games do and you get resources by hitting nodes with tools.
"You CAN'T buy ships for RL money." - MaxBacon
"classification of games into MMOs is not by rational reasoning" - nariusseldon
The absolute best resources are in a PvP zone with very dangerous mobs, so you really need a protection team to dig there.
But then people complain that they gather because "it's chill" and they don't want the stress that comes with having to go into a pvp zone.
My thought is that a game should have one type or another. If gathering is dangerous then let it all be dangerous. Or at least have the possibility of danger.
If it's supposed to be a relaxing pastime then all of it should be relaxing. Maybe have a mini-game for percentage of a gatherer to obtain a good sample of what they are gathering.
Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb."
They should just cut their losses. This game will be a massive failure.
They won't do that until the money dries up. As long as they have investor funding they will make these games at the pace of sloths and get paychecks while never releasing a game. With newsletters that are embarrassing showing concept art and barely implemented boring looking gathering and crafting almost a decade in.
That's pretty much how most of these MMORPGs are developed now. The forever "Pre-Alpha" trend of game design.
"You CAN'T buy ships for RL money." - MaxBacon
"classification of games into MMOs is not by rational reasoning" - nariusseldon
My main point was I would rather fight an earth elemental than fight a rock node. It's utterly stupid.
Yeah UO had earth elementals that would randomly spawn depending on the rarity of the ore node you farmed. Cant remember if you needed a special pick to get them to spawn or not, but even then, those mobs could be killed solo. So it added a challenge but wasnt required to make others sit and watch while you mined.
My main point was I would rather fight an earth elemental than fight a rock node. It's utterly stupid.
Yeah UO had earth elementals that would randomly spawn depending on the rarity of the ore node you farmed. Cant remember if you needed a special pick to get them to spawn or not, but even then, those mobs could be killed solo. So it added a challenge but wasnt required to make others sit and watch while you mined.
The goal isn't to watch others mine. Rather the entire group is supposed to either mine or provide overwatch to ensure success in a more rapid fashion.
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Their current crafting "dev" is just a community member who happened to run their own pantheon theorycrafting forums.
Not a developer. Not someone who worked on another MMO before joining the Pantheon team. Not an MMO developer veteran.
Someone who absolutely holds up Silius' work in Vanguard as the epitome of awesome/punitive design and implementation.
So if you bloody-well adored that nonsense? You will LOVE what Nephele has come up with. Not only is the crafting system punitive, so is the harvesting!
Because just like Embers Adrift, you can NEVER have enough punitive in your fun game design. Then, you too can have double digit concurrency numbers, and stick to your insane design philosophies
Not only does this explain a lot regarding just how bad this harvesting/crafting system and video is but I can't stress enough just how much this makes me question the entire project if the people in charge thought this was a good idea to hire this guy and gave the green light to implement this.
It also explains why 9 years in they were showing concept art.
This system should be scrapped and this guy should be fired. If not I have to agree with that double digit concurrency numbers statement and dragging around dead weight insane design philosophies like this.
I know if this makes it to live I won't even play it.
"You CAN'T buy ships for RL money." - MaxBacon
"classification of games into MMOs is not by rational reasoning" - nariusseldon
My main point was I would rather fight an earth elemental than fight a rock node. It's utterly stupid.
Yeah UO had earth elementals that would randomly spawn depending on the rarity of the ore node you farmed. Cant remember if you needed a special pick to get them to spawn or not, but even then, those mobs could be killed solo. So it added a challenge but wasnt required to make others sit and watch while you mined.
The goal isn't to watch others mine. Rather the entire group is supposed to either mine or provide overwatch to ensure success in a more rapid fashion.
Goal and reality are not the same. Let me think how this could play out.
So what a mob spawns that is too hard to solo? The encounter will either be trival to a full group, therefore they just stand around after its easily killed. OR It will be challenging so the person mining cannot be anyone that matters else the group will die.
Being that this is a mining encounter I suspect it will be super trivial to the group, so they will be more than bored while this stupid guy is going to town on this rock. Why is this good for the group exactly? Rather the group will want this guy out of the group so it doesnt impact their run with stupid 10 minute hit a rock encounters.
So I am not buying this will be fun for the group in a PVE game. I get that in a PVP game where nodes can sometimes become strategic points for PVP. So having various points like that can push small engagements.
Comments
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Not a developer. Not someone who worked on another MMO before joining the Pantheon team. Not an MMO developer veteran.
Someone who absolutely holds up Silius' work in Vanguard as the epitome of awesome/punitive design and implementation.
So if you bloody-well adored that nonsense? You will LOVE what Nephele has come up with. Not only is the crafting system punitive, so is the harvesting!
Because just like Embers Adrift, you can NEVER have enough punitive in your fun game design. Then, you too can have double digit concurrency numbers, and stick to your insane design philosophies
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
Yeah I cant understand this concept that fun = painful, boring, tedious.
I get challenge = fun for alot of people, I personally like alot of challenge in regards to mobs/battle/tactics/strategy, but thats not the same as this other concept that I see amatuer devs are going with, where they think people need to hate something so much that they love it.
Grinding on a rock for 10 minutes in a group wtf. What is the group supposed to be doing while this is happening, just cheering rah rah? So all the good mining/harvesting will be group only? So all the people that dont want to harvest will be bored to tears while this is going on, I hope all the people standing around are going to get some loot also.
Groups are going to ask people ahead of time if they are a miner, and then not invite them just so they can get through a dungeon in a reasonable time.
Did that inventory have only 10 spaces? LOL next up, ore will not stack, dev thinks that is so much fun, you will need to run back and forth to town to drop off all the ore you mine, people will have a blast.
I do notice alot of amateur devs punishing the players vs letting them have fun.
Here's how to fix this.
Scrap the entire system.
Make it like a survival game like Ark or Conan Exiles. You hit the tree/rock/shrub/corpse with a axe/pick/sickle/skinning knife and get immediate resources. Make it so there is a chance a monster will spawn that is a protector of the resource. Like earth elementals, obsidian elementals, etc for mining. Treants, dryads, and the like for woodcutting. Have huge nodes with boss versions. Place rare resources in hard to get to spots with high level monsters surrounding them.
That way you have danger on top of harvesting instead of randomly placed dumb bears, extra resources from killing the protectors and even boss fights while harvesting.
Fire the guy who came up with this crap.
"classification of games into MMOs is not by rational reasoning" - nariusseldon
Love Minecraft. And check out my Youtube channel OhCanadaGamer
Try a MUD today at http://www.mudconnect.com/Logic, my dear, merely enables one to be wrong with great authority.
They might as well have protector monsters spawn so people can fight earth elementals etc, and actually fight rocks, instead of this idiotic system.
Here look I'll design something better in 5 mins:
Use Ark/Conan Exiles any survival game as the base idea. Nothing set in stone just throwing out some numbers I pulled from my behind.
Woodcutting, mining, skinning, herbalism, fishing. (more if ya want)
Node sizes small, medium, large, huge:
Small: 1 resource a hit, 0-5% chance to spawn a lower level protector
Medium: 1-2 resource a hit, 0-10% chance to spawn a same level protector
Large: 1-5 resource a hit, 0-15% chance to spawn a higher level protector
Huge: 3-7 resource a hit, 5-15% chance to spawn a boss level protector
Any size larger has all the chances a smaller one would as well.
Woodcutting protectors:
Depending on type of forest:
Treants, dryads, pixies, forest animals any tree/jungle themed protector
Can harvest extra and rare wood from the corpes with woodcutting
Mining:
Depending on type of mineral/ore:
Earth elementals, obsidian elementals, crystal constructs, stone golems any mineral themed protector
Can harvest extra and rare minerals/ore from the corpses
Skinning:
Any creature with furs/hides/scales:
Chance for ghosts or spirits or predators to try and claim the kill, maybe parasites that come out of the body
Herbalism:
Depending on flower/shrub type
Shambling mounds, vines, carnivore plants, dryads, druids etc
Harvest extra from protectors
Fishing:
You see schools of fish but can do it anywhere
Chance for Water elementals, sea folk, gators, sharks, sea creatures
Harvest extra stuff again you get the idea
"classification of games into MMOs is not by rational reasoning" - nariusseldon
Love Minecraft. And check out my Youtube channel OhCanadaGamer
Try a MUD today at http://www.mudconnect.com/I am not opposed to having something where gatherers can all form a group in a zone, and any mats they get also go to the group, this way they can socialize while farming and encourage them to group up to farm, but make the radius of loot very big.
It seems pantheon is treating this rock like a mob sort of, trying to make it epic for the farmer, but whats in it for the group?
The entire system is a convoluted mess. Really you don't even need the system I proposed and could just copy any survival system and put monsters near the resources.
My main point was I would rather fight an earth elemental than fight a rock node. It's utterly stupid.
Really I just agree with your first part. What's wrong with harvesting being done solo and in downtime as a chill activity? If you wanted to make stuff rare just give it a low drop chance while harvesting.
"classification of games into MMOs is not by rational reasoning" - nariusseldon
Love Minecraft. And check out my Youtube channel OhCanadaGamer
Try a MUD today at http://www.mudconnect.com/Logic, my dear, merely enables one to be wrong with great authority.
In Lineage 2 we had dwarven spoilers who would use an ability on mobs and then use another to harvest materials.
There were materials that came from harder mobs as well as the pvp threat that was always there. If you had a Dwarven Spoiler (or whatever they were called) you'd group up and share your mats with those who helped you.
It wasn't really chill but it was fun.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
------------
2024: 47 years on the Net.
You have multiple harvest roles. Like digger and care planner. You would need to have more than two for groups. Maybe a prospector who improved the quality of the resource and could locate rarer resources. I dunno what other role you could have for harvesters and it seems like bloat having more than one tbh. Then have the combat characters protect them.
Still seems rather convoluted when what we are talking about is just hitting rocks and trees. I think the whole K.I.S.S. method should be applied here. Keep it simple stupid. I don't need abilities to hit a rock just a pickaxe.
It doesn't really need to be more than what survival games do and you get resources by hitting nodes with tools.
"classification of games into MMOs is not by rational reasoning" - nariusseldon
Love Minecraft. And check out my Youtube channel OhCanadaGamer
Try a MUD today at http://www.mudconnect.com/My thought is that a game should have one type or another. If gathering is dangerous then let it all be dangerous. Or at least have the possibility of danger.
If it's supposed to be a relaxing pastime then all of it should be relaxing. Maybe have a mini-game for percentage of a gatherer to obtain a good sample of what they are gathering.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
That's pretty much how most of these MMORPGs are developed now. The forever "Pre-Alpha" trend of game design.
"classification of games into MMOs is not by rational reasoning" - nariusseldon
Love Minecraft. And check out my Youtube channel OhCanadaGamer
Try a MUD today at http://www.mudconnect.com/"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
It also explains why 9 years in they were showing concept art.
This system should be scrapped and this guy should be fired. If not I have to agree with that double digit concurrency numbers statement and dragging around dead weight insane design philosophies like this.
I know if this makes it to live I won't even play it.
"classification of games into MMOs is not by rational reasoning" - nariusseldon
Love Minecraft. And check out my Youtube channel OhCanadaGamer
Try a MUD today at http://www.mudconnect.com/So what a mob spawns that is too hard to solo?
The encounter will either be trival to a full group, therefore they just stand around after its easily killed. OR It will be challenging so the person mining cannot be anyone that matters else the group will die.
Being that this is a mining encounter I suspect it will be super trivial to the group, so they will be more than bored while this stupid guy is going to town on this rock. Why is this good for the group exactly? Rather the group will want this guy out of the group so it doesnt impact their run with stupid 10 minute hit a rock encounters.
So I am not buying this will be fun for the group in a PVE game. I get that in a PVP game where nodes can sometimes become strategic points for PVP. So having various points like that can push small engagements.