Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
SirGeorge

Fun Harvesting ideas

Recommended Posts

So lets come up with some fun or very convenient abilities for harvesting.

[Resource] Magnet 

Upon being fully trained harvest will naturally attract doobers to them. (pretty much autoloot)

Critical Smash

When finishing a node you have a 1-5% chance to proc a critical smash buff.  Upon proccing this you will harvest the next node of the same resource instantly, or deal significant damage to a motherlode. (15min cooldown)

Burst of Energy

Upon finishing a node you have a 1-5% chance to proc a Burst of Energy. Giving you significantly faster swings when harvesting resources.

Always Prepared

Harvesting can now be down in combat stance without any penalties.

Gem in the Rough

There is a 1-5% chance that the material dropped from the loot table will get upgraded in quality.

Wise investments

Gain an additional slot in your export window for X resource.

Rejuvenating Harvest

Upon finishing a node there is a small chance for it to instantly respawn.

 

Share this post


Link to post
Share on other sites
41 minutes ago, SirGeorge said:

So lets come up with some fun or very convenient abilities for harvesting.

[Resource] Magnet 

Upon being fully trained harvest will naturally attract doobers to them. (pretty much autoloot)

Critical Smash

When finishing a node you have a 1-5% chance to proc a critical smash buff.  Upon proccing this you will harvest the next node of the same resource instantly, or deal significant damage to a motherlode. (15min cooldown)

Burst of Energy

Upon finishing a node you have a 1-5% chance to proc a Burst of Energy. Giving you significantly faster swings when harvesting resources.

Always Prepared

Harvesting can now be down in combat stance without any penalties.

Gem in the Rough

There is a 1-5% chance that the material dropped from the loot table will get upgraded in quality.

Wise investments

Gain an additional slot in your export window for X resource.

Rejuvenating Harvest

Upon finishing a node there is a small chance for it to instantly respawn.

 

Good ideas.

I would not be against some of these being cooked into discs provided the recipes were easy to get and build.

I don't think Gem in the Rough makes sense, it's almost identical in effect to PH and Critical Amount.  They could and should just change the base tables.

Rejuvenating Harvest, if technically possible, I would change so that it always causes a node to respawn faster. Say up to an 80% respawn time reduction. So trained harvesters don't have to spend as much time roaming around from node to node. It's not a huge pain now, but if/when they pull in pack animals......

I would also add a stamina based one, that reduces stamina spent per swing by 50%.

Also, quiet worker,  Noise and sound range when using tools reduced by 75%.

Second chance.  When a node is hit for the last %, it has a chance to not be destroyed, and allows for a second final blow with new crit rolls.

 

Edited by KrakkenSmacken

Share this post


Link to post
Share on other sites
1 hour ago, Twobears said:

Lock Box:  If the gathered is killed, his body spawns a chest

The chest had a combination lock

  • Guess a random three digit combination to open the box
  • Thieves automatically know one digit of the combination

 

Interesting.

Maybe not all your inventory fit in the box so make it a special area..  Could even be considered a item! So trades and what not! Must tell how many items are inside.

Could have various upgrades. Like inventory size, number of tries to open, time before selfdestruction, tracking (!!!)., etc...

I also would like if the crafter could choose the code. That way every gatherer would have a super secret to keep. No one shall know mine, not even my best friend.

 

Edited by BarriaKarl

Share this post


Link to post
Share on other sites

Embrace of the earth - Allows you to burrow into the empty spot left by the materials you removed. - Effect Burrow/Stealth. Moving breaks it. (Hide from gankers)

Fury of the wild - Your close ties with nature sets you apart from the others. You smell like an animal you are trusted by them. - Effect - Non hunger corrupted animals see you as friendly, they do not attack you, and will defend you if you are attacked and they can see/hear it. (A large radius around you will aggro all animals to attack your attackers)

Forest steps - You move through the woods/nature freely, but vines and branches harry the people who chase you.  Effect - AE snare around you that hits only enemies. - Only in heavy forest areas. 

Parkour! - Run speed, jump height, safe fall from higher points. - Lets you get the heck out of dodge. 

Earthsblood - When you destroy a node, liquid heals your wounds, strengthens your body, hardens your skin, makes you one with the earth. - Effect - buffs to do all of the above. Not long lasting but stack with each other so after 4-5 nodes you have all the buffs for say a minute or two. Much harder to gank. 

Buried treasure. Effect - Hide your loot, the ground is the safest chest in the world, if noone sees you digging. Come back later when the murderers are gone. Cannot be accessed without a linked treasure map. (target for pickpockets, X marks the spot!)

Meep meep. - Short term burst of terror lends wings to your feet. Run away, really really really fast. Chicken ticker takes a beating though.

Traps. - Trap the area you are working. Pitfalls with spike, dead drops, spiked log swings, bear traps. Snares, trip wires. You get the idea. 

 

Share this post


Link to post
Share on other sites

If Disc are truly as permanent a choice as they are making them out to be it would be awesome to see as many harvesting and crafting disc as there are for combat combat.


aeei5jG.png

Share this post


Link to post
Share on other sites

What if the idea wasn't to KILL nodes, but to do as little damage as possible? Same principle as tool conservation. Every whack on a node gets you a chance at goodies, but also a chance to hurt the node more rather than less. Then, there could be fun abilities to affect both your goodie chance and your damage mitigation. You could even have people with abilities to "heal" a node, or even buff it.

Methinks this would allow for differently-trained people to work together in more clear-cut roles. It would almost be like reverse combat. You're "fighting" the node, but trying to keep it alive as long as you can. This would also mean more active abilities (there could even be a harvesting ability bar, much like a given class's, with room for modification from Disciplines and the like) and more engagement in the puzzle/efficiency game of harvesting. There could be interesting combos between abilities and effects. The node isn't moving or fighting back, so there's no expert timing and no urgency beyond "hey, let's do this swiftly and efficiently so we don't get ganked."

You could even have a discipline or training branch that provided defensive/effectiveness bonuses to allies who were defending you, at the cost of lessened resource chances and/or more damage to the node per hit. For when you're trying to get that last node in the area cleaned out but attackers are showing up.

Just some brainstorm. Sorry if I went too deep with system changes. Dunno if we were just supposed to come up with abilities that fit into the existing template or not. o_o

Edited by Lephys
Typos (small phone letters >_<)

This post brought to you by...
Lephys. Because everything's better with a smile facepalm.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...