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

Harvest Node Ranks Need a Pass - Not Enough Harvest Risk


Deioth
 Share

Recommended Posts

Something should be done (hopefully 5.115 if it can't be done sooner) to address the nagging concern that even though GR is restricted to the rare R4, Infected is at risk of becoming the new "safe" option for harvesting.  Given how all the calculations and everything behind the scenes plays out, you can feasibly harvest epic and legendary at high enough training/stats/gear even from R6/7.  Either the node ranking system needs a pass or there need to be ruleset restrictions on a world basis.  That way Infected can hit R7 but you can only harvest up to green.  While it is less of an issue now, it will become one, and it helped drive the low campaign population issues we faced in 5.100.  Since harvesters could safely get rare mats on GR as well as on Infected, we didn't see as much emergent PvP on campaign because few people bothered harvesting there.  This will absolutely need to be addressed for Beta.

I think the best and perhaps most simple fix would simply be to apply rulesets to different bands and campaigns that restrict the highest rarity of materials you can find there to encourage harvesting on campaign.  This would also make it easier for us with the 5.110 wipe, the upcoming beta wipe, and launch itself to have the same mid and mid-high rank nodes on the CWs that Infected has (because no one is going to want to harvest R8-10 on a white vessel with no harvest training) and still ensure we can get rarer mats.

Link to comment
Share on other sites

R1 - White 100%
R2 - White 90% Green 10%
R3  White 80% Green 20%
R4 White 70% Green 25% Blue 5%
R5 White 60% Green 30% Blue 10%
R6 White 50% Green 35 % Blue 15%
R7 White 40% Green 35% Blue 20% Purple 5%
R8 White 30% Green 40% Blue 20% purple 10%
R9 White 20% Green 40% Blue 25% Purple 15%
R10 White 10% Green 40% Blue 30% Purple 15% Orange 5%

I feel this should be quality you get from Ranks.
God reach should be R1-R3
Infected R1-R5
Campaigns R1-R10 (Higher the risk the more abundant the higher rank resources appear so in factions R10 may be rare where in dregs it might uncommon in comparison)




 

Veeshan Midst of UXA

Link to comment
Share on other sites

Your proposal would require reworking a lot of math and passives.  The higher your stats, such as from passives, the more you can get and the more likely you'll get higher rarity.  Ideally, a ruleset check would be easy to implement by comparison where it simply restricts rarity based on what world you're logged into.  This way, players know what to expect, and then they can more easily balance out how much of a difference lots of passive training and gear should make for each rank in campaign worlds.  Such mechanics for the whole ruleset feature honestly needs to happen anyway since they could restrict rarity of not only what can be gathered but also imported, or cap out at certain nodes in your passive tree, so that veteran players can play on "new player" faction campaigns without an obnoxious advantage as a means to help introduce them to the game and recruit new players.  Honestly, that idea is a whole other post lol.

Link to comment
Share on other sites

24 minutes ago, Deioth said:

Your proposal would require reworking a lot of math and passives.  The higher your stats, such as from passives, the more you can get and the more likely you'll get higher rarity.  Ideally, a ruleset check would be easy to implement by comparison where it simply restricts rarity based on what world you're logged into.  This way, players know what to expect, and then they can more easily balance out how much of a difference lots of passive training and gear should make for each rank in campaign worlds.  Such mechanics for the whole ruleset feature honestly needs to happen anyway since they could restrict rarity of not only what can be gathered but also imported, or cap out at certain nodes in your passive tree, so that veteran players can play on "new player" faction campaigns without an obnoxious advantage as a means to help introduce them to the game and recruit new players.  Honestly, that idea is a whole other post lol.

This is just the rough ratios between rarity drops give or take depending on training 

Veeshan Midst of UXA

Link to comment
Share on other sites

10 hours ago, veeshan said:

R1 - White 100%
R2 - White 90% Green 10%
R3  White 80% Green 20%
R4 White 70% Green 25% Blue 5%
R5 White 60% Green 30% Blue 10%
R6 White 50% Green 35 % Blue 15%
R7 White 40% Green 35% Blue 20% Purple 5%
R8 White 30% Green 40% Blue 20% purple 10%
R9 White 20% Green 40% Blue 25% Purple 15%
R10 White 10% Green 40% Blue 30% Purple 15% Orange 5%

I feel this should be quality you get from Ranks.
God reach should be R1-R3
Infected R1-R5
Campaigns R1-R10 (Higher the risk the more abundant the higher rank resources appear so in factions R10 may be rare where in dregs it might uncommon in comparison)




 

Copper R9 tables 

 

Link to comment
Share on other sites

5 hours ago, Deioth said:

Something tells me things may have been tweaked since then, a lot of versions have come and gone since that post.

I know for a fact those tables have not changed.

Changing that part of the game has not been any sort of priority. There are too many other moving parts to start tweaking those.  Just trying to get the Caravans output to not totally eclipse the harvesters makes that dial the first to adjust, then possibly training/harvesting effectiveness in early game, and then maybe looking at these tables. 

That was one table of one node type. Not sure how each copy/paste works on the back end, but that change could be a metric crap ton of snow shoveling to change the 50+ tables for all the materials and harvest types. 

Link to comment
Share on other sites

1 hour ago, KrakkenSmacken said:

I know for a fact those tables have not changed.

Changing that part of the game has not been any sort of priority. There are too many other moving parts to start tweaking those.  Just trying to get the Caravans output to not totally eclipse the harvesters makes that dial the first to adjust, then possibly training/harvesting effectiveness in early game, and then maybe looking at these tables. 

That was one table of one node type. Not sure how each copy/paste works on the back end, but that change could be a metric crap ton of snow shoveling to change the 50+ tables for all the materials and harvest types. 

Hence why a simple ruleset change that can lock out or dynamically cap stats or reduce chances of higher rarities would probably be the ideal choice.  They could even reduce node armor with this sort of thing so for the first couple months after launch they can make it easier to harvest R8+ with novice passive trees.  Since they are going to have rulesets anyways for each CW that can differ from the base operations of 3-faction and GvG (Shadow and Dregs) this could give them a lot of power to experiment and control variables from a simple bird's eye view rather than needing to go in and manually tweak things.

Link to comment
Share on other sites

 Share

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...