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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Group Based Resource Gathering
akabear
Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
Whilst individual resource gathering is the norm and I do not wish to take that away, I was thinking that for certain tier and/or unique resources if they had to be gathered as a team/group at the same time, making the gathering for a certain range of items limited to group play.
Not talking about bosses which already would likely require group play but natural resources.
All for fostering group play and keeping certain resources limited on market and provide an incentive and reward for players that play together.
General resources, nil change.
Just a thought.
Not talking about bosses which already would likely require group play but natural resources.
All for fostering group play and keeping certain resources limited on market and provide an incentive and reward for players that play together.
General resources, nil change.
Just a thought.
0
Comments
Yeah I agree. In open world there could also be some group-gathered mats, as long as they are confined in small areas. That way gatherers know what to plan for. Wouldn't want to spot a super rare material while walking around and not be able to gather it.
As for regular (even high-tier) materials in the world. I think they should remain gatherable by one person. I'm a big supporter of giving incentives to the players for group play. But having those mats in the world just seems incredibly tedious and time consuming.
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Locking some rare materials behind groups benefits guilds more than anything. I like the thought of making more group activities outside of PvP, but I am not sure if hiding rare materials behind that content is good.
As I written before it can be content for crafting guild or group of people that dedicate to crafting and I think certain material locked behind this contend bring relevance for people that maybe want be gatherers so they know that this material specifically will be necessar.
Going back, your 2 main reasons for suggesting this were 1. incentivize/reward group play more and 2. further limit gathering of some resources. Again, I think 1. group play is already highly incentivized and 2. you were discussing high tier and rare materials only anyways, which should already be rare and could just have reduced spawn rate/higher gathering requirements. Essentially, lots of ways to accomplish this if needed, but also it feels more of a balance concern which is strange when we have no info on how common the "rare" materials will be.
I think requiring groups to reach/find materials is ok but to explicitly and directly require multiple people to extract mats seems unnecessary (at least I don't see the point).
Formerly T-Elf
See it like group help you dig deeper or cut high and big trees, catch big fish....
You are right, but they could work around that.
They (IS) could implement normally long gathering times if you are alone, but you would also get more of the specific resource.
Example:
A bard goes around and gathers copper ore. Right next to him a group of three starts to gather copper ore from another node. The group of three is three times as fast, but only gets 1/3 of the resource per person. Where the bard gets 100, each of the three only gets 33, with the last piece going missing.
This is only an idea and nothing that i actually want tbh xD
Lol I don't see how that addresses any of my points haha. I understand thematically how it would work. But why? I could also dig twice as long solo to dig deeper or buy a bigger net to catch bigger fish solo. Why would this be implemented in the game is the question.
@damokles
Again, I know it is feasible to implement it. I don't understand why it would be implemented. Does it add anything to the game? Like you could also add group "buying" from vendors. Where if you try to buy items from a vendor with a group, you could convince the shop keeper to give you a discount or bulk-pricing. That would also incentivize group play but... why?
I have no idea why someone would implement wide spread gathering^^
My opinion is that it should only be implemented where it would make sense that multiple people can gather from ONE entity (like a dragon, or some other big creature for example), or from an ore vein.
It what I want to say)