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IdeaMatrix

Harvesting As A Full Time Profession.

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if it will be possible for me to have a character that never equips a weapon. Can I equip a (or three!) crafting runestone on a character that never has and never will step out of my EK, and be able to train and and up crafting at the top level?

 

Yes, you will be able to build that character and max his skills in complete safety. The question is, how will you fund him? Discipline stones come from campaigns. The resources to craft with come from campaigns. So unless you have another character going out into the wilds or a bunch of VIP tickets to trade for wealth, you don't have any way to get disciplines nor crafting materials for him to work with.


Official "Bad Person" of Crowfall

"I think 1/3rd of my postcount is telling people that we aren't turning into a PvE / casual / broad audience game." -

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This is a nice story with no relevance to actual gameplay. You don't start a fight you're not reasonably confident you're going to win. If three gatherers can kill 1 bandit then the bandit won't engage until his backup arrives. The fight you describe simply won't happen.

 

True enough, assuming overconfidence or lack of experience aren't in play on the part of the bandit(s).  (or conversely for the gatherers for that mater)

 

And you're right that there are a lot of moving parts in an encounter between three "non-coms" and one "raider", and the resulting results will surely vary in any encounter dependent upon the actions of those involved.

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True enough, assuming overconfidence or lack of experience aren't in play on the part of the bandit(s).  (or conversely for the gatherers for that mater)

 

And you're right that there are a lot of moving parts in an encounter between three "non-coms" and one "raider", and the resulting results will surely vary in any encounter dependent upon the actions of those involved.

 

You'd be surprised. There were many times that we took down wannabe PK's in Shadowbane who attacked our PL groups. One particularly memorable was an R7 Huntress who lost to a group of R4's.

 

Solo combatants are risk takers by trade, they have to be otherwise they'd never get any targets. Sometimes it just doesn't go their way though, and I can see this happening a lot more frequently thanks to crafters actually having teeth.

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Right now the Disciplines are separate for crafting and harvesting. Which would mean we see hybrids of combat/harvesting and crafting/combat and the pure crafting/harvesting types. While you do have the base archetype combat powers and combos if you go the pure route, you would probably need an escort out in the world for harvesting especially in winter. 

 Combat CrafterTM

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Yes to full-time Harvesting as a thing! I think any role in the game significant enough to be a dedicated role should come with its own dedicated play options, with a way to make yourselves "that Harvesting Guild whom everyone wants to hire because they're so amazing at it." It's not that everyone else would fail at harvesting. If you go harvest, you're going to "Succeed." but, maybe the resources are in a bad spot, and you have to plan a little mini-siege. "We only have enough resources to hold a perimeter for 1 day. Can you guys get us enough resources in that amount of time to make it worthwhile?" Maybe you go scout it first, so even a pure Harvesting guild has some muscle, or a contract with a mercenary guild, etc.

 

I definitely hope there's some kind of resource location/"mapping" ability, as well. Tracking animals for hunting. Surveying for underground ore, etc.


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Right now the Disciplines are separate for crafting and harvesting. Which would mean we see hybrids of combat/harvesting and crafting/combat and the pure crafting/harvesting types. While you do have the base archetype combat powers and combos if you go the pure route, you would probably need an escort out in the world for harvesting especially in winter. 

 

Very glad to hear this. The more options, the better!

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Right now the Disciplines are separate for crafting and harvesting. Which would mean we see hybrids of combat/harvesting and crafting/combat and the pure crafting/harvesting types. While you do have the base archetype combat powers and combos if you go the pure route, you would probably need an escort out in the world for harvesting especially in winter. 

 

Would this make it extremely difficult for a solo player (pure crafter) in roughly 25% (winter) of the game?  This makes me feel like I would possibly need one character that is a hybrid fighter/gatherer, and one character that is a pure crafter.  This is just pure speculation.  Any info is always appreciated.  Thanks.

 

I remember a fun little tid-bit from Ultima Online.  If you were a Lumberjack, i.e. had the lumberjacking skill, you got extra damage from using an axe.  I'm not saying make a crafting disciplines as powerful as the combat orientated ones, but maybe enough to help supplement us out in the wilds by ourselves.  Maybe not hold our own versus a pure fighting build (PvP), but enough to put up a fight versus PvE in winter months so we can gather successfully.

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Would this make it extremely difficult for a solo player (pure crafter) in roughly 25% (winter) of the game?  This makes me feel like I would possibly need one character that is a hybrid fighter/gatherer, and one character that is a pure crafter.  This is just pure speculation.  Any info is always appreciated.  Thanks.

 

Methinks it would only be super tough for a pure harvester, specifically, to go out and do his thing in winter. It would be trickier for a pure crafter who also plans on getting all his own resources, but you could still technically be a pure crafter without having to go get the groceries yourself, so to speak. I'm not trying to be nitpicky, I just honestly didn't know if you were covering that distinction or not.

 

Also, according to the current plan, you may only have 1 character in any given campaign (probably mainly to prevent you from playing multiple teams? *shrug*), so having a second character to cover what your pure X character lacks wouldn't really help you in the midst of a given campaign. You could, of course, have a pure crafter in one campaign, and a pure gatherer in another, and ultimately bring back a bunch of stuff to your EK at the conclusion of your gatherer's campaign that your crafter could then use to make things.

 

I hope that's helpful.


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As long as I can make a character that is self-sufficient, I am happy.

 

My idea is to be able to gather what I need, discipline #1

Use materials to craft what I want from a chosen craft, discipline #2

And have a combat rune to to help in the wilds and other areas.

 

If I wanted to be a solo player and was made irrelevant in 25% (winter) of the game, I would be sad.  I hope the third rune, the combat one, would be enough to let me be self-sufficient enough to gather and craft in all seasons of a campaign. 

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I don't think you'll be irrelevant. It'll just be harder to get to the remaining raw resources on your own (they'll be farther away, + more danger about, etc.). I don't think it'll be impossible to go out and get some materials successfully, but it would probably be more prudent to go with a group, or buy what you need from a better-equipped group who makes a resource run, etc.

 

It's not that you have to just party with 10 other people all day long (especially as a crafter), but this really isn't the type of game to go 100% solo. Maybe 85% or something. You're going to need some help sometimes, just as people are going to need the stuff you craft. You can't really just go live in a cabin down by the river and take care of yourself 24/7 for the duration of a campaign, is all.


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I think almost more interestingly is that this also gives rise to Bodyguard becoming an unofficial occupation - which also makes mercenaries more viable. Sure the harvester or crafter has 50 iron, but it is a looong way to that drop point and you have to go through the Whispering Wood *shivers*... Time to pony up some gold so I can make it there in once piece!


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This all sounds very promising.

I've been planing to start as a tanky gatherer but will probably still pay up to half a haul to a DPS dedicated bodyguard.

- I won't go looking for combat but won't avoid a chance to "scavenge" ether.

That's exactly what I was thinking. I'll proably Main as a harvester of some sort and off for either tankiness or support. This role would suit my playstyle perfectly! Now I just need a little more motivation to drop that 500.

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Since one of the DEV was programming the crafting in SWG I have big hopes for crafters and resource-gatherers.

 

Later in SWG you needed a crafter to build some kind of Factory at a point with resources.

Then they had to be maintained and the resources had to be collected. Maintainance and collecting was done mostly by fighting classes.

 

It was fun to protect a crafter while building "mines".

 

Now that I think of it..... in the beginning of the game you had t gather by "hand". The whole guild was sitting in the mud to get resources.

 

Maybe they will do somthing similar here. Hope so.

 

Oh god,     I am old!

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