Sorry, the time of minutes waiting to pick a leaf or a piece of clay is a vulgar nonsense. Why do you punish ppl for playing the game?
5s/piece fine, 10s - ok, 20s per pice... ok. But 1-2 min - sorry - nonsense.
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sabinati
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Re: time to pick ... a leaf...
agreed, got any better ideas to solve the problem?
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Hasta
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Re: time to pick ... a leaf...
achem, what exactly IS the problem? Alt-bot-camping the local resources? Not enough incentive for world PvP? A chance to contest valuable and rare stuff?sabinati wrote:agreed, got any better ideas to solve the problem?
All those are either nonexistent as a problem or not solved by the idiotic (sorry jorb, idiotic!) 2-minute-per-piece gathering time.
As for the Goebbels' "one who critiques should suggest" or whatever:
For the sake of pure amusement let's imagine all the resources are valuable, people want them and are ready to put time and effort into getting them.
1. The resource nodes stay as is, except they are not used to gather resources, but just to indicate upon inspection the amount of resources accumulated and/or the timer until next respawn.
2. Resources are spawned randomly inside the X tile circle around the node, not visible.
3. Players can discover the resources by walking around at the "crawl" speed, when they are in close proximity and if they pass a PERxEXP check. Maybe with a nice "ding" from the system chat: "You have found a Salt Crystal chip!"
4. Gathering a resource takes 20 sec.
There. No fresh naked alts, much more harder to bot, solves the node walling problem (partially on the plains/forests terrain, completely in the mountains). Also incentivises player interaction not in a straightforward "he's trying to grab it, attack!" way. Imagine several players wandering around looking for that last piece of icicle, chatting and trying to determine if someone has already found it, or bargaining for it with each other in advance.
Last edited by Hasta on Fri May 17, 2019 3:18 am, edited 4 times in total.
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saltyfish
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Re: time to pick ... a leaf...
Maybe just forbid hearthfires and logouts close to a resource?sabinati wrote:agreed, got any better ideas to solve the problem?
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Fierce_Deity
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Re: time to pick ... a leaf...
Fierce_Deity wrote:I would rather see natural resources only have a timer on harvest if they have only been spawned for say....idk an hour? I have geysers in my cave system we leave topped off, and I dont want to sped 30 minutes to harvest that if I need it. I've also found drift kelp in the ocean completely full. Would I be expected to sit there for an hour?
The timer is good, but it needs its own time constraint. No point in making us stand there for 2 minutes if the resource has been in it for weeks.
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saltyfish
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Re: time to pick ... a leaf...
I like it, some extra input:Hasta wrote:As for the Goebbels' "one who critiques should suggest" or whatever:sabinati wrote:agreed, got any better ideas to solve the problem?
For the sake of pure amusement let's imagine all the resources are valuable, people want them and are ready to put time and effort into getting them.
1. The resource nodes stay as is, except they are not used to gather resources, but just to indicate upon inspection the amount of resources accumulated and/or the timer until next respawn.
2. Resources are spawned randomly inside the X tile circle arond the node, not visible.
3. Players can discover the resources by walking around at the "crawl" speed, when they are in close proximity and if they pass a PERxEXP check. Maybe with a nice "ding" from the system chat: "You have found a Salt Crystal chip!"
4. Gathering a resource takes 20 sec.
1. No discrete node, but rather like gray cave clay with some minor location preferences? For example, weariness leaves - in forests; Salt - seashore; pit clay - ball and acre clays areas; etc.
2.+3. yes! PERxEXP + RNG
4. If the #1,2,3 approved, no need for 20s anymore. The pick should be instant, because #1,2,3 brings already enough of work or finding penalties.
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Hasta
- Posts: 2250
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Re: time to pick ... a leaf...
#4 is necessary to let the resources be "contested". Few people looking for a resource without engaging in PvP, maybe they make kin, maybe they try to threaten each other - one finds the resource and just HFs away? Not fun. If he's stuck gathering the item for a while, that allows others to decide if they want to fight for it.saltyfish wrote: 4. If the #1,2,3 approved, no need for 20s anymore. The pick should be instant, because #1,2,3 brings already enough of work or finding penalties.
I'm not much of a PvPer, mind you, but even I see the thrill of suspension in this scenario, the rush of finding the goods and trying to pack them up before someone else sees that I got lucky first.
EDIT: I'll sleep on this and prolly make a specific tread in C&I later. This looks like a good idea with no obvious downsides except for the mechanics being nonexistent, but it's unlikely devs would just jump to it from this abominable "2 minute gathering not really needed resources that are somehow still not claimed and/or walled". The timer should go first. The RNG fun Resources minigame - distant future.
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Fostik
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Re: time to pick ... a leaf...
Just make a non-criminal trespassing-like step on gathering.
Anything hard?
Anything hard?
Known as zunzon. Contact discord: zunzon.
My experience of market building in W13
My experience of market building in W13
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Yasodhara
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Re: time to pick ... a leaf...
You know what's even worse than the change itself? The fact that they will never admit it's bad. Next patch they'll reduce gather time to 1.5 minutes, then to 1, then to something bearable and we will have yet another mechanic that's incosistent with everyting else in the game and doesn't provide anything of value from the gameplay point of view.
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saltyfish
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Re: time to pick ... a leaf...
There is a positive side of that: devs de facto have made this game interactive with community to some extend and I think it is good. Many cool things were added, etc.Yasodhara wrote:You know what's even worse than the change itself? The fact that they will never admit it's bad. Next patch they'll reduce gather time to 1.5 minutes, then to 1, then to something bearable and we will have yet another mechanic that's incosistent with everyting else in the game and doesn't provide anything of value from the gameplay point of view.
Sad side of constant redesigns is that the game is becoming "patch some exploits" rendering the gameplay fractured and artificially incohesive in some aspects. I have complained about the gameplay before (roads, wounds, etc.; but devs instead deleted the thread...). Game design is difficult undertaking, but eventually only them can make it right.