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Stubbs

Resource Progression through seasons.

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I have only been back for a couple weeks after a looong hiatus (hunger dome was super fun, empty campaign world with nothing to do was not), but it seems like one of the recurring themes is lack of motivation to play in Fall/Winter.

I think boosting victory points and capture bonuses will help the high-level gameplay in later stages, but the way resources are handled currently is a big mistake. They are a flat out disincentive to play later stages of campaigns. With multiple character slots available, if you aren't winning, why wouldn't you just spend your time in a newer campaign? Even if you are winning why would you do anything more then the bare minimum to stay ahead while splitting time in a fresh campaign?

A solution that fits both lore and gameplay wise would be to adjust the rare drop items so that they follow the reverse path of the common items during campaign progression. As the Hunger infects more of the world things like Chaos Embers, Soulstones and Hunger Shards should drop more in Fall/Winter then they do in spring/summer. IMO once you are in winter things like hunger shards should drop from just about anything (at an appropriate rate)

Time spent in winter should always be the most potentially lucrative time spent in game. It is just that the distribution of resources should shift from high common staples/low rare drops in spring to low common staples and higher rare drops in winter. For example, food gets scarce but choice body parts are easier to find.

If you were to distill all items down to a gold value, the total gold value per time spent at any activity should only increase as the seasons progress. Its just that the overall distribution of the resources gained for any activity should shift from high amounts of low-value drops in spring to high amounts (relatively speaking) of high-value drops in winter.

 

 

 

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It's not a mistake. Players who are trained to harvest will still be good at it in the fall and winter. If you don't bother to train it, don't expect to be good at it in those seasons.. Harvest enough in the spring and summer so that you don't need to harvest in the fall and winter.

We currently have campaigns that last 4 days long. When campaigns are months long, you'll have a lot more time to harvest before the penalties kick in.

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27 minutes ago, Stubbs said:

A mechanic that disincentivizes players to actually play the game is a bad mechanic no matter what length of time it occurs over.

It's fine. Nice to conveniently ignore the built in resolution to what you see as a problem. If it makes you not want to play, then take the passives.

1) Take the passives and be a harvester in all seasons

2) Barter for the goods

3) Kill people to take them

Sure, right now it's not simple to do some of these. But it is a test environment, and economy and not spirit banking on the fly will go away. Your play-style will allow you to accomplish at least 2 of those.

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3 hours ago, Stubbs said:

As the Hunger infects more of the world things like Chaos Embers, Soulstones and Hunger Shards should drop more in Fall/Winter then they do in spring/summer.

I agree it would be interesting to have the seasons have more strategic differences for resources and loot tables. Definitely makes sense from a lore standpoint. 

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I agree that we should have more of a see-saw out of the seasons.  My reasoning isn't that I can't do something, it's that the trend is to only play the game the first 2 days of a campaign.  Yes there are still fights that go on, but the numbers during the spring and summer are higher.  From an end game, or rather a maxed harvesting characters standpoint, it should still be hard to harvest some things in winter, like apples; while other things should be easier to acquire.

 

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12 hours ago, Navystylz said:

It's fine. Nice to conveniently ignore the built in resolution to what you see as a problem. If it makes you not want to play, then take the passives.

1) Take the passives and be a harvester in all seasons

2) Barter for the goods

3) Kill people to take them

Sure, right now it's not simple to do some of these. But it is a test environment, and economy and not spirit banking on the fly will go away. Your play-style will allow you to accomplish at least 2 of those.

1

It's not. Nice to conveniently ignore the actual reality of the game state right now.

Right now nobody needs to train crafting trees because they can just swap around the test disciplines at will. So what does that leave for their second training slot? Oh right, exploration. Going on a harvesting run? Spend a couple slag and dust and you are now a maxed out harvester. 

And even with all of those advantages to harvesting that won't last once the test discipline recipes go away, the world is still empty in winter.

 

 

 

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13 minutes ago, Stubbs said:

It's not. Nice to conveniently ignore the actual reality of the game state right now.

Right now nobody needs to train crafting trees because they can just swap around the test disciplines at will. So what does that leave for their second training slot? Oh right, exploration. Going on a harvesting run? Spend a couple slag and dust and you are now a maxed out harvester. 

And even with all of those advantages to harvesting that won't last once the test discipline recipes go away, the world is still empty in winter.

 

 

 

Which is it, the game doesn't give an incentive to play or it's too easy to play because you don't have to choose?

Your first statement is dead wrong. Swapping disciplines will not get you the experimentation or skill to make higher rarity items. But if you and others want to be stuck at common and weak uncommons, have at it. 

The same goes for harvesting. I have no idea what stance you are trying to argue anymore. You're seriously playing wrong if you think slapping on disciplines makes you a maxed harvester or crafter. 

Edited by Navystylz

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There is a several factors that are affecting population during Fall/Winter

 

  • General Population (just not enough people)
  • Current Point System (There are changes in Test) - several campaigns such a huge lead by one faction. there isn't much of a point towards the end
  • Harvesters being at a huge disadvantage in PvP due to Disciplines (this will also change in future patches with changes to disciplines)
  • No real incentive to win (This will change with sanctioned campaigns, When cosmetics etc are on the line players will generally work harder to earn those)
  • For many performance during big PvP (as a melee I find server/client lag especially frustrating) 

We are in very early testing phase, play the game to learn and help give developers data. Everything is getting wiped eventually.

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6 hours ago, Hamlet said:

There is a several factors that are affecting population during Fall/Winter

  • General Population (just not enough people)
  • Current Point System (There are changes in Test) - several campaigns such a huge lead by one faction. there isn't much of a point towards the end
  • Harvesters being at a huge disadvantage in PvP due to Disciplines (this will also change in future patches with changes to disciplines)
  • No real incentive to win (This will change with sanctioned campaigns, When cosmetics etc are on the line players will generally work harder to earn those)
  • For many performance during big PvP (as a melee I find server/client lag especially frustrating) 

We are in very early testing phase, play the game to learn and help give developers data. Everything is getting wiped eventually.

Point system isn't relevant imho. It was not in 5.7 and we had this same problem without points. Harvesters can spec to harvest just fine in fall/winter, plus wouldn't it be safer in low population times like fall/winter? They will be a pvp disadvantage year round, so that eliminates that line.

You other 3 points and your last sentence are spot on.

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17 hours ago, mystafyi said:

Harvesters can spec to harvest just fine in fall/winter, plus wouldn't it be safer in low population times like fall/winter?

Absolutely. During these short campaigns, I don't even go harvest during spring, too many gankers & roaming groups. Come fall & winter, after the fair weather farmers are gone and the gankers go with them, that's when I can get down to business.

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