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RandomNPC

More recognition for harvesters and crafters

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Not a priority, more of a post launch suggestion.

Crafting in this game isn't really a one man operation, it'd be cool if the "crafted by: Name" portion of items were expanded on, it'd be nice to see it broken down into "raw materials harvested by", "components crafted by" and "finished product crafted by", or something along those lines. This would increase the data size of raw materials, especially if we still want the items from different sources to stack, which obviously we want, but I think it'd be worth it.

Secondly, if the above was added, it'd be awesome to give the harvesters and crafters some love on the leaderboards, by giving them a % of the score gained by players using their equipment or potions/food. Nothing huge, just a fraction of a percent of the score gained would be cool and really add up to show just how much of an impact certain crafters and harvesters are having.

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4 hours ago, RandomNPC said:

give the harvesters and crafters some love on the leaderboards

Totally agree, some type of tracking for non-combat activities would be fun. We all want to know who has dug up the most high quality body parts! :D


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On the last livestream Q&A, there was mention of how such leader-boards and point scoring would occur, as all the roles required for your faction/guild/group to have solid success, aren't necessarily straight up combat related. Other than your harvesters and crafters, your groups may have scouts who hide and remain unseen, but help direct battle where forces are weakest--so how do they get acknowledged for their work? So it's already a question ACE seems to be asking themselves, so I would expect there will be some manner of recognition for those who aid the war effort in less confrontational ways. 

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Any way we try to score an individual's contribution to a team's success is going to be biased, gamed, and frankly wrong. I really think the only way the games internal score board is going to be 'fair & balanced' is to forget the roles and the individual contributions, and focus on nothing more than team objectives.

Whether those objectives revolve around use and control of the land, capture and control of POIs, destruction of NPC factions, or whatever goals are set before us, how a faction/guild/team accomplishes the objectives and who did what getting there, doesn't need to be so relevant as the fact that they did it. If the real rewards are handed out to the winning team as a whole, nothing else matters. Within that team, we know who did what.

I'd rather Ace not spend a load of development cycles pulling together a system that will be broken before it's started, because it can never be right in everyone's eyes.

Edited by VaMei

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here a thought.

What if when you go far enough down the harvesting tree for example you unlock a skill that gives you % mining on an item that your able to sacrafice for score?
So basicly in say mining tree there a node you can get that works like the slag mining for exam,ple that gives you 1% chance per pip to get a sacraficial ore that you can sacrifice at the blazer to get score for your faction, high grade will yield higher score. This would work for the gatherers.
Crafting you could allow similiar system where u unlock a pip and every time you craft an item u can proc a chance to get an item that can be used to sacrafice for score for your faction, Procing the item on a high resource cost item will yield more than say procing it on a tool for example.


Veeshan Midst of UXA

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