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

MotherLode generic output seems much better


Anhrez
 Share

Recommended Posts

I gripe a lot about gathering and crafting. I know it and will take ownership of said bitching. I do it from a place of 'love' .. I want to love crowfall when it formally comes out and I want others to love it so i have people to play along side and against for years to come.

One of my bitches from 5 moths ago was about Mothelodes and how the volume of generic material did not align with the same amount of effort spent on the much much easier regular nodes.  Since the gems will go to the specialist, we need to help off set that team effort cost by having enough material to pay the other gatherers or they could be just culling the regular nodes with far far less effort.

In the 5.3.0 test, a group of use went out to harvest test Mmotherlodes and I was happy to see the volume was increased and that was from 3 barely trained miners. We did not have Crit and Crit amount gear, just three starter miners. The output felt reasonable for the effort (except for the gems which out lack of training was what we were testing for) and when we have more skills and higher crit and crit amount stats they volume will feel even more reasonable. 

This was my observation about the volume, my hope is others like @Destrin  @Tark @srathor @Gradishar and even @blazzen could chime in on your observations as would like to hear what your initial thoughts are on volume/effort of the Motherlodes 

 @thomasblair 

 

4D6uY4A.png

Don't forget, the one EK that no one will judge you for looting your guilds treasury is Anhrez's Doober Shack. Where you can take those long con gains and 'simplify' them to more easily fit in your inventory. While you are unloading your hard earned winnings, swing by the Bazaar and pick up something to celebrate your genius.

LR0tCJt.png

Link to comment
Share on other sites

12 minutes ago, Destrin said:

Haven't tested the r1 mother load volumes in 5.3.  We probably should.  We did try banging on some r5 mother nodes with some less than appropriate tools and it was a waste of the tools.

Did someone have the Foreman D Stone equipped ? the 45% remove ML armor/damage resist skill tested out well 

Don't forget, the one EK that no one will judge you for looting your guilds treasury is Anhrez's Doober Shack. Where you can take those long con gains and 'simplify' them to more easily fit in your inventory. While you are unloading your hard earned winnings, swing by the Bazaar and pick up something to celebrate your genius.

LR0tCJt.png

Link to comment
Share on other sites

22 minutes ago, Anhrez said:

Did someone have the Foreman D Stone equipped ? the 45% remove ML armor/damage resist skill tested out well 

Doubtful, we were just grabbing ore and i don't think anyone changed discs. So that is probably why.  We would need to check that specifically with the right discs to hit the ML.

"Float like a Butterfly.... Sting like a Misplaced Decimal Point" - Xarrayne 2018

YouTube Channel

 

Link to comment
Share on other sites

Yeah I think we were getting about 19ish grey doobers per rank 1 motherload. I had on +1 crit chance +1 crit amount gear. With PH 4. We didn't get any crits or gems but we don't have the training yet.  I do wish the motherloads had a crit table roll on each of the % destructions though, to make them really valuable.

One thing to say, the missing test potions are VERY VERY noticed. Crit chance for final node destruction is woefully underrepresented now. With no beneficial harvest stat procs and no added crit chance and crit amount stats till the Specialization page It is going to be a long hard slog of white gear mining. (Yet boxes drop greens and blues all the time, it is rather insulting that a killer who gets boxes is a much better harvester than I will ever be in specialist mats)
unknown.png

Crit chance having to come from crafted gear also means no appreciable or reliable crits till after blacksmithing is mastered just about. 

We really need a base 10% to crit from being crows.
Another 5% added to the gathering trees in some locations much sooner. 
Like here.  1% crit chance in Mining Basics. And 1% in Exceptional picks, and 2% in Amazing picks along that same line.


unknown.png

Then another chance for 5% gotten from hitting weak points during the lifetime of the node. Each weak point could add a counter to the top row, have it cap at +5% and add 2.5% crit amount from the same thing.

Something like this could be made to help keep track?

unknown.png

I do love the addition of the Plentiful harvest skills at the start of the excavation and Harvesting trees! That is a FANTASTIC change. It makes folks training feel good about spending the time training early on with a noticeable difference in yield and successful runs. 

The changes to gathering are fantastic. Yes I would want to see some small changes to make it a touch more fun.  And I would really want to see the action harvesting buffs made group affecting.  If the action harvesting pip spends affected the group then people could combo and really feel helpful with their harvest pip spending choices.

Of course if that happened then the final change I really really really want to see would have to happen. Multiple stat buckets to determine stats on node destruction. Every person who does 20% of the life of the node should have their stats recorded and the highest stat chosen. Crit chance, gem/mineral chance, critical amount chance.

With that change people would have roles in harvesting/excavation, just like in combat/raid groups. Each player's training would be valuable and gearing would be encouraged. 

Honestly with those changes I would stop bitching about pretty much everything. Fully trained gatherers could have the training to supplant the discs. Then could get combat discs if in a contested zone and not be such pushovers. 

My god, I would have to go find something else to gripe about.  I think I need a heart pill. 

Link to comment
Share on other sites

its an interesting 'battle' the Foreman gives other ppl a better DPS outcome ... but if the player with the Foreman D stone is also the one trained to get crit amount or the gems/minerals then that is bad as they are not doing the 'best' damage so their stats are not used in calculating versus the loot tables. So making sure your 'most trained' gatherer is not the one with the Foreman D stone seems like a must. 

 

Edited by Anhrez

Don't forget, the one EK that no one will judge you for looting your guilds treasury is Anhrez's Doober Shack. Where you can take those long con gains and 'simplify' them to more easily fit in your inventory. While you are unloading your hard earned winnings, swing by the Bazaar and pick up something to celebrate your genius.

LR0tCJt.png

Link to comment
Share on other sites

1 hour ago, makkon said:

@Anhrez

1) which picks you use?

2) how many dmg you produced?

3) how many ppl you need (minimum) to start doing some damage on mothernodes?

For a rank 1 Motherlode using the Foreman debuff (a motherlode armor class lowering power)  we were easily able to damage the target with only +20 mining across 3 players.  backing into the math I would guess the combined 'mining (thinking it as dps) would need to be +36 mining across the miners to break the skin and start taking down the node.

Dps is hard to calculate as the other Foreman power allowed me to add pips to the team which allowed them to more aggressively leverage the Energetic Mining and therefore hit the weak spots more. 

Since we are all so under trained, the picks brought the +mining to us, currently we cannot see our +mining value on our paperdoll.  Once we can these numbers can more easily start defining the minimum combined stat to harvest a Motherlode. 

Edited by Anhrez

Don't forget, the one EK that no one will judge you for looting your guilds treasury is Anhrez's Doober Shack. Where you can take those long con gains and 'simplify' them to more easily fit in your inventory. While you are unloading your hard earned winnings, swing by the Bazaar and pick up something to celebrate your genius.

LR0tCJt.png

Link to comment
Share on other sites

I have been refining the tables as part of the general harvesting work. You should notice in the next drop that once you have Plentiful 3 there is a small perhit chance for greens for r5+ nodes. I'm trying to keep the colored resources out of the hands of folks who don't invest in harvesting. (At some point the chests will go away)

Nice to see you guys noticing the changes. Keep up the feedback!

Thomas Blair
ArtCraft Entertainment, Inc.
Follow us on Twitter 
@CrowfallGame | Like us on Facebook
 

 

Link to comment
Share on other sites

On ‎11‎/‎15‎/‎2017 at 8:46 AM, Destrin said:

Haven't tested the r1 mother load volumes in 5.3.  We probably should.  We did try banging on some r5 mother nodes with some less than appropriate tools and it was a waste of the tools.

We'll be more interested in MLs when crafted vessels can be used, until then maybe a test, but it's mostly pointless to mine them for the resources alone as the tool wear and group needs make it less efficient.   My big stack of minerals, vessels, philosopher stones and ambrosia still sits and rots on Live...   

 

Edited by Frykka

6FUI4Mk.jpg

                                                        Sugoi - Senpai

Link to comment
Share on other sites

19 hours ago, Frykka said:

We'll be more interested in. MLs when crafted vessels can be used, until then maybe a test, but it's mostly pointless to mine them for the resources alone as the tool wear and group needs make it less efficient.   My big stack of minerals, vessels, philosopher stones and ambrosia still sits and rots on Live...   

 

I'd like to piggyback on this and others comments above.

I get it, I can see a need to keep exotics exclusive to Motherlodes and keeping rarer mats out of the hands of those who have not invested in harvesting ~i.e..getting those PH skill ups. As much as I don't like it, I can agree with the reasoning behind it.

Node rank and Motherlodes control the loot tables ~i.e... quality of mats. But all kinds of obfuscation is going on when it comes to quantity - Critical Harvest Chance, Critical Harvest Amount Chance, Beneficial Harvest buff, harvesting potions, tools, crafting gear, runes, etc...All of which are buried down in the trees and are frankly confusing -- and won't see the light of day until weeks or months into a campaign anyway. (Beneficial harvest chance increases the Critical Harvest Chance to increase the harvest chance for a fountain of doobers? - I'm not even sure if I understand it now...)

I feel like an opportunity is being missed in the current harvesting system. To me the KISS answer is to encourage group harvesting by scaling quantity on the number of harvesters who are focusing down a specific node. More harvesters = more doobers --simple. (If you want to keep it interesting for the min-maxer's and for giving purpose to the skill trees - keep all those additives as they are.)

Right now, Group harvesting with the current mechanics says to me: Harvesters only need to group in order for their tools to do enough damage to defeat the motherloade's armor class. Exotics aren't even unlock-able until you check that box in the Excavation/Harvesting trees. So, for at least a few weeks if not longer - because crafters have to unlock the advanced tool recipes in the first place - no one really has an incentive to group harvest. Sure, they will group for protection - but most are going to harvest solo simply to make some basic fighting gear or whatever POI's require in the beginning of a campaign.

In my opinion, there should be blatant / obvious / in-your-face incentive to group harvest. Train all the harvesters from the get go to group up - not 3 months from start (~because its the only way to get Exotics/Ultra rares).

 

 

Edited by Cordite
Link to comment
Share on other sites

  • 2 weeks later...

We had a group of 4 out doing ML when done right (proper Disc, tools, etc...) it doubled what we were getting So instade of 20 white ore we'd pull 40 from each 5 node + ML.

ML definitely worth it now as long as you come prepared. 

Link to comment
Share on other sites

1 hour ago, Brightdance said:

We had a group of 4 out doing ML when done right (proper Disc, tools, etc...) it doubled what we were getting So instade of 20 white ore we'd pull 40 from each 5 node + ML.

ML definitely worth it now as long as you come prepared. 

I agree 100% Brightdance.

Here's 1 hour of yield from 3 harvesters with proper tools, advanced potions (2) and optimal discs on the R5s in 5.3 TEST:

LQlBErC.png

I'm confident with training, harvesting gear, leadership and a full group we should be able to increase this substantially. In any respect, MLs are well worth the effort under the existing scheme.

Edited by Gradishar
Link to comment
Share on other sites

 Share

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...