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soulein

The Gathering Life

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Do we have a source on that? I've only heard players speculating about it.

https://youtu.be/fUXdivm7JVU?t=3m38s

 

Certainly subject to change.  But I am not sure how they would properly balance harvesting and POIs if POIs could give you the same or higher quality materials as harvesting, with no harvesting skill required.

Edited by Bnol

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As another source you can check the FAQ: http://crowfall.com/en/faq/economy/#1

 

Questions 2, 3 and 6 talk about the difference between Resources and Materials. POIs will only produce Materials, generally used for building and of low quality. Resources that will be used for crafting good gear have to be gathered manually. Or at least that seems to be the intention now.

 

 

2. WHAT KINDS OF RESOURCES ARE IN THE WORLD?

 

There are two primary types of resources in Crowfall, those used for personal crafting and those used for building and conquest. Internally we call them RESOURCES and MATERIALS. The base unit is thematically the same (stone, iron, wood) but they differ in scale: resources tend to be smaller in form factor (like ‘rocks’ or ‘wood’) whereas materials are large (‘blocks’ and ‘timber’).  Materials are designed to take up a LOT of inventory space, making it a challenge to transport them without the use of pack animals.

 Our crafting system generally uses recipes that call for a ‘general’ type of resource, with the expectation that the crafter can slot in a specific type of stone (or wood, or metal) to adjust the properties of the item(s) created. 

 For example, crafting a bow requires the use of ‘wood’, a particular type of wood (i.e. ‘yew’ or ‘oak’) is not specified.  At the time the bow is created, the decision to use ‘yew’ instead of ‘oak’ will have an effect on the statistics, such as durability, critical hit chance or attack power.

 

 

3. WHERE DO THE RESOURCES COME FROM?

 

Resources can be harvested from the environment and sometimes found on certain monsters.   These can be found in both Eternal Kingdoms and in Campaign Worlds.

 Materials can only be found at particular points of interest (POIs) known as ‘resource factories’.  These locations (such as quarries, lumber mills and mines) are found in the Campaign Worlds and, due to their intrinsic value, we expect them to be highly contested by player factions. 

 As a general design philosophy, higher risk Campaign Worlds will offer better quality (and more) materials and resources than lower-risk worlds.

 

 

 
6. HOW ARE RESOURCES AND MATERIALS USED?

 

Resources are the base ingredients for crafting equipment items and some very small structures. Materials are the base ingredients for building and repairing all large structures (buildings, castle walls, towers, etc).

 

 

 

 

Edited by LGAllastair

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Guild Leader/ High Elder

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https://youtu.be/fUXdivm7JVU?t=3m38s

 

Certainly subject to change.  But I am not sure how they would properly balance harvesting and POIs if POIs could give you the same or higher quality materials as harvesting, with no harvesting skill required.

 

Well they could balance it with splitting skills.

 

Based on this 

 one of the big drawbacks/features of POI's is the fact if you split out a carry amount there is a great deal of loss in the split.  Skills related to harvesting could also reduce the loss amounts/percent when doing a split. Put them up the line, in the individual resource type sections, and it would be fairly easy for a harvester to pick those up along the way, where players in other professions would not. Edited by KrakkenSmacken

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Scree has posted an article on his swanky blog detailing the process required to equip a new player, with or without trained up gathering skills. The data he collected during the testing seems to suggest that guilds and players who skill up their gathering skills have a much easier time (and therefore, a greater advantage) of crafting and gearing.

 

We know most people interested in this game are either pvp'ers or dedicated crafters, but what about gatherers? Are there people out there who will enjoy going out and farming resources all day? The Gathering skill trees are extensive, with many varying branches of skills to train up, meaning that a player could spend a lot time specializing in that tree before ever branching out into crafting or combat focused skill lines. 

 

For me, hitting nodes has never been something I've been really interested in, but neither do I want to be at a disadvantage. My concern is that gathering will be this poorly made socks sandwich, where we all have to take a bite. I'd much rather escort a caravan full of PoI generated resources (possibly generating some pvp) than scour the map for nodes, pick in hand. Maybe that's just me though, and there's some farmlord out there who can't wait to strip mine the world parcel by parcel.

 

What about y'all?

 

Farmlord Eli here,

 

Yes I believe I like Gathering more than the crafting, I love to have Large stockpiles of resources in a bank or house somewhere.  In fact when I joined my current guild my 2 requirements to my sign on package when I stopped being a guild leader and joined up were that I would be given pickaxes in every game they took me to, and I would not have to be in a position of leadership. While they forgot about rule #2 and made me a quartermaster, they have never failed to provide me with pickaxes.

 

While I do not feel the need to force everyone to gather as much as I do, I do like the idea of features that will encourage people to purchase from me rather than just go out and farm their own. 

 

I believe the NPC vendors will go along way to making this happen.

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