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Harvesting....


Cecil
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K this must be work in progress cause this can't be right.   1 log per 1 tree?   1 ore per mine?  Your tools break after 3-4 nodes and it takes 3 wood to make a tool?  LOL

 

Then lets look at some craftables.     60 ore to make 1 nail?

 

What is going on here? lmao

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Some other fun numbers...

A stall for your vendor is 490 stone, 540 ore, 320 wood

A grassland parcel, the smallest one is 1,600 stone, 1,600 ore, and 1,6000 wood. 

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56 minutes ago, BucDen said:

Some other fun numbers...

A stall for your vendor is 490 stone, 540 ore, 320 wood

A grassland parcel, the smallest one is 1,600 stone, 1,600 ore, and 1,6000 wood. 

That is where using caravans is better the harvesting it.

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Yep.  Crafters will need to rely on getting many resources from pvpers running caravans and capturing forts.  And those pvpers must rely on crafters for their gear.

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6 hours ago, kalannar said:

That is where using caravans is better the harvesting it.

 I have to look up caravans again then. From the tutorial, that looked like it was only bigger objects for the building construction. 

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I have some good news regarding the 1 wood per node.

Just like PvP players can progress by upgrading their Combat Disciplines and Gear, Harvesters can also progress through Disciplines and Tools.  This progression is mostly gated by gold more than the discipline drop rate mind you, I have a Purple harvester and that is the impression I got from leveling up.  Also note that PvP players are involved, since their gold farm can REALLY let their non-PvP players take off immediately.

To what extent?  Killing 5-6 nodes with 1 bar of stamina and within seconds to yield 4-15 materials per node.  With a Blue harvest discipline, and a couple of plentiful consumables, you drop so many materials on your own.

A player is expected to either only harvest or only craft.  Harvesters have to spend time and gold to be able to yield significant material count, while crafters have to spend it to reduce item recipe item cost significantly.

The pipeline is basically prohibitively long, and becomes exponentially faster when different players upgrade and specialize in different roles, and work together.

This is why you really want to be in a guild that has people to put on each hat, the guild blacksmith, the guild runemaker, and so on.  Players pass the bucket to the next player in line, the bucket gets to the other side very quickly.

Now, I won't defend how the system works.  Maybe it isn't the ideal way to handle things, but it personally felt quite satisfying.  Working together really does make it much faster, but it requires a minimum size guild to start getting out of the mud.

Making consumable buffs, and using them to make harvesting significantly faster is also VERY fun.  Apple juice made me spot weakness for days, and it gave me a compulsion to keep chopping as if pulling the lever on a slot machine.

White-Green Harvesters are mainly harvesting for discipline drops, they can max plentiful with buffs once they are Blue.  Blue only needs three drops.

I also don't think players are intended to be able to make vendors before being carried by their guild.  If they are, the design was executed incorrectly.

How Can Mounts Add to the Crowfall Experience?  Caravans, Hunting Boars, and more.

 

How Complex can Mining be in Crowfall?  Mining difficulty, fatigue, infrastructure.

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9 hours ago, BucDen said:

Some other fun numbers...

A stall for your vendor is 490 stone, 540 ore, 320 wood

A grassland parcel, the smallest one is 1,600 stone, 1,600 ore, and 1,6000 wood. 

The answer to that is that Crowfall isn't designed around single player, also you don't need to gather all this, you can make yourself usefull otherwise to the economy end exchange gold for these

2 hours ago, BucDen said:

 I have to look up caravans again then. From the tutorial, that looked like it was only bigger objects for the building construction. 

The idea behind caravans was that you escort the pigs to be able to earn bigger amount of resources (risk vs reward way) by turning them in, from what I was told by other players (and tested myself) currently the "common" block u get from pigs can't be refined into resources, only deposited in forts/keeps to be used for building.

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4 hours ago, Cozmo said:

The answer to that is that Crowfall isn't designed around single player, also you don't need to gather all this, you can make yourself usefull otherwise to the economy end exchange gold for these

The idea behind caravans was that you escort the pigs to be able to earn bigger amount of resources (risk vs reward way) by turning them in, from what I was told by other players (and tested myself) currently the "common" block u get from pigs can't be refined into resources, only deposited in forts/keeps to be used for building.

That is not true, you can refine the block to usable resources at a refinery.  It cost dust to refine.  I believe you get 50 per block, I can't remember.

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14 hours ago, BucDen said:

Some other fun numbers...

A stall for your vendor is 490 stone, 540 ore, 320 wood

A grassland parcel, the smallest one is 1,600 stone, 1,600 ore, and 1,6000 wood. 

Parcel were always a resource sink when you finished using white resources for your crafters. they are a tad excessive though

Veeshan Midst of UXA

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48 minutes ago, kalannar said:

That is not true, you can refine the block to usable resources at a refinery.  It cost dust to refine.  I believe you get 50 per block, I can't remember.

did it work for you on the starter world? I tried it there and it didn't work, I'll double check today

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Posted (edited)

I'm not going to talk %&#^ about Crowfall but I will say this, most MMOs implemented crafting not even half as tedious as this and they failed miserably, most ended up nerfing their crafting systems making them more reasonable and streamlined.   

This system in Crowfall seems to have doubled down on no life crafting grind, and then to make the best gear and "cities" depend on it?  Very bad, huge,  mistake.

Edited by Cecil
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5 hours ago, Cozmo said:

did it work for you on the starter world? I tried it there and it didn't work, I'll double check today

They have to be the named mineral....like COPPER INGOT if its just straight ORE INGOT..it does not refine down.  

Edited by that_eriksson

@that_eriksson for IG and Twitter http://youtube.com/c/ThatEriksson

 

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7 hours ago, Cecil said:

I'm not going to talk %&#^ about Crowfall but I will say this, most MMOs implemented crafting not even half as tedious as this and they failed miserably, most ended up nerfing their crafting systems making them more reasonable and streamlined.   

This system in Crowfall seems to have doubled down on no life crafting grind, and then to make the best gear and "cities" depend on it?  Very bad, huge,  mistake.

actually the crafting was dumbed down so it would appeal to majority of the population.  SWG had a great crafting system, which this is based off of.

seems most people can't do 1 click crafting they claim the system is dead.

 

<hr>

OP, you need better Gathering Disc.  My low level blue's are dropping 10+ per node. and i'm sure the purple and gold will double or triple that.

second thing. get out of the tutorial zones. i'll put the faction zones as a semi-tutorial zone. they're for getting started.

etDenA9.png
Camaraderie ~ Loyalty ~ Honor ~ Maturity ~ Integrity ~ Duty

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