damokles wrote: » I think that would be acceptable for bosses in the open world, dungeons and raids. It would make sense that multiple people can dissect something when it is as big as a small hill xD
azathoth wrote: » I think group gathering, especially if a structure needed to be built and maintained would be a lot of fun. Getting a higher yield of materials would be, imo, acceptable. Blocking gathering content (rare materials) behind the quantifier of "group gathering" I would not enjoy. A lot of those activities are done by PvE's and a lot of that content can be performed over shorter periods or when players don't feel like grouping. 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.
neuroguy wrote: » It seems like a viable idea but I am not sure why you would want it implemented exactly. Group play is already highly incentivized. As mentioned, you would already be "group" gathering sort of when you are able to skin a world boss dragon for example as it takes a group to accomplish. To have nodes that require a group to extract, you will also be required to appropriately scale the yield so in principle everyone gets a share of the materials, and in an automated manner (or risk ninja looting). That is, if all of the party members are expected to have some gathering requirement. But if it is just anyone who could help with the group extraction, then automating the shared looting will not make as much sense and I suspect a lot of (not fun) conflict between players in terms of compensation. 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).
damokles wrote: » @neuroguy 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.