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koregen

3rd Major Rune slot, harvesting only.

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I hate the fact that i'm gimped in pvp because I also like to gather. As it stands you pretty much need the invulnerability rune(OP must have) and your class's main major rune to be effective in pvp.

If I get jumped while harvesting I'm already at a huge disadvantage, I don't see the reason to be put at an even further disadvantage not having combat runes in place.

What are your thoughts on it?

Edited by koregen

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It's all about choices, and the consequences of those choices. If you have skills and equipment, you can harvest without the disciplines, just not as well. The same for group PvP, if you train the needed skills and gear up, you can contribute while harvest spec'd, but not as well. If you plan to dual 1v1, best to not show up harvest spec'd.

As Veeshan said, harvesting is not planned to be a solo thing. The devs envision it as a major operation requiring real protection, with caravans running goods in convoys back to the work-in-progress fortress. Lots of activity that the enemy will desperately want to disrupt while they can.

Once the disciplines are world loot drops you won't be able to change your mind like a dirty shirt, then the choices will be real.

"You there, what is your profession?"

Edited by VaMei

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My thought on this is that it's an excellent idea that should be taken up.

The full-time harvester is a unicorn. If you attempt to have someone in your guild be a full-time harvester, then they need full-time protection. In a game with stealth, this winds up being essentially (1) guard harvester and nobody attacks or (2) guard harvester and get smashed. In a game like Crowfall, where nearly everything is crafted, and requires harvesting, then every player should be a harvester. Likewise, in a game like Crowfall, where nearly everything is contested, and requires risk, then every player should be a combatant. Crafters will almost exclusively be alt-accounts.

As such, to me it makes so much sense to allow each player to be a Combatant and to Harvest. I am suspicious of people saying they want there to be only harvesters, as that sounds like the position a stealth-ganker would take, who does not want the most valuable loot-pinatas to be able to defend themselves.

Although harvesting is not planned to be a solo thing, it is the primary solo action in the game, besides stealth-ganking.

P.S. I do think that hijacking the discipline system for way too long is skewing the perspective of character design in Crowfall. The system works, disciplines work, please stop with free discipline swapping.


Mic MWH, Member of Mithril Warhammers since 2003,


Hammers High! http://www.mithrilwarhammers.com

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2 hours ago, McTan said:

My thought on this is that it's an excellent idea that should be taken up.

The full-time harvester is a unicorn. If you attempt to have someone in your guild be a full-time harvester, then they need full-time protection. In a game with stealth, this winds up being essentially (1) guard harvester and nobody attacks or (2) guard harvester and get smashed. In a game like Crowfall, where nearly everything is crafted, and requires harvesting, then every player should be a harvester. Likewise, in a game like Crowfall, where nearly everything is contested, and requires risk, then every player should be a combatant. Crafters will almost exclusively be alt-accounts.

As such, to me it makes so much sense to allow each player to be a Combatant and to Harvest. I am suspicious of people saying they want there to be only harvesters, as that sounds like the position a stealth-ganker would take, who does not want the most valuable loot-pinatas to be able to defend themselves.

Although harvesting is not planned to be a solo thing, it is the primary solo action in the game, besides stealth-ganking.

P.S. I do think that hijacking the discipline system for way too long is skewing the perspective of character design in Crowfall. The system works, disciplines work, please stop with free discipline swapping.

Mothernodes need to give more return imo if they want people to guard harvesters. atm you get way more resources from a solo node than a mothernode due to time it takes to clear mothers over normals not to mention normal nodes have a cluster or 2-4 ore.
Mothernodes should promote people who dont have harvesting skill to help somone spec into harvesting since they will do more dmg the drops will be based off the person speced into it. The problem is you get more resources having one person harvest normal nodes and 2 people or more harvesting mother ones.
Right now there only one reason to harvest mothernodes and thats if ur specificly going for gems or minerals if u just want ore go hit normal nodes you will get a hell of alot more resources overall than clearing mothernodes


Veeshan Midst of UXA

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44 minutes ago, veeshan said:

Mothernodes need to give more return imo if they want people to guard harvesters. atm you get way more resources from a solo node than a mothernode due to time it takes to clear mothers over normals not to mention normal nodes have a cluster or 2-4 ore.
Mothernodes should promote people who dont have harvesting skill to help somone spec into harvesting since they will do more dmg the drops will be based off the person speced into it. The problem is you get more resources having one person harvest normal nodes and 2 people or more harvesting mother ones.
Right now there only one reason to harvest mothernodes and thats if ur specificly going for gems or minerals if u just want ore go hit normal nodes you will get a hell of alot more resources overall than clearing mothernodes

I understand what you are saying and agree they can make motherlodes better.

I do think, however, needing certain harvesters to log-on is also a recipe for problems. Guilds will be much more sustainable if everyone can contribute to the harvesting burden.


Mic MWH, Member of Mithril Warhammers since 2003,


Hammers High! http://www.mithrilwarhammers.com

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2 hours ago, McTan said:

I understand what you are saying and agree they can make motherlodes better.

I do think, however, needing certain harvesters to log-on is also a recipe for problems. Guilds will be much more sustainable if everyone can contribute to the harvesting burden.

Right now everyone can harvest during spring just fine with 0 harvesting disciplines (With alchemy potion anyone can have 5 pips in spring and still have all there combat disciplines, Guilds will have everyone stocking supplies in spring and when the other seasons roll round only harvesters will be able to effectively get resources well which is fine imo. Mothernodes need a buff though so there sort after over just solo gathering.
The seasons are spose to promote a war of attritition where spring and summer people farm and gather everything they need to last through autumn and winter and fight for supplie lines and all that to keep them going. Those guild who dont properly supply themself during the plentiful resource times will suffer and learn that for next campaign.
Think of real life back in the days, Spring and summer was spent gathing food/grain to last through autumn and winter since they can no longer grow crops they can hunt though but thats nothing compared to what farming brings in.


Veeshan Midst of UXA

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On 14.10.2018 at 9:45 AM, veeshan said:

pretty sure they want people to protect the gatherers in there system or what not, is a tad of a pain though

That´s what they told me some time ago. I still don´t like the idea to waste my time protecting a harvester. We all know that there won´t be an attack as long as he´s guarded. And I wouldn´t want to waste my guildmates´ time while I harvest, too.

Yes, there should be different slots for combat- and harvesting-runes. Same for skills.

 

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Having a guard for one harvester is a waste, I agree completely. If it's not worth a group of harvesters, it's not worth guards. A lone harvester is going to get ganked sometimes, that's just the way it is. My main activity is harvesting, and I'm usually solo. Most times I get home safe. Sometimes I don't. /shrug

If it is worth a group of harvesters, a lone ganker is going to pass them by. If a war party comes along, they're going to weigh their options before they engage. Is this a combat team with a couple of harvesters mixed in, or is this a harvest team with an escort or two? Make everyone the same, and they just need to count heads.

Having a second combat disc may help make harvesters better in combat, but diluting professions is a slippery slope to start down. Once you start diluting professions, if you follow the argument to conclusion, everyone gets a combat class, a crafting profession, and a harvest profession. In the end your game's economy has all the vibrancy of WoW. At that point you might as well have loot gear.

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