Glorious Alpha Two Testers!
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.
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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.
Comments
I have one thread
its called offtopic
But then the only reason not to use it to give you an advantage/increase efficiency while gathering is if you are a stickler for immersion. Almost everyone would use it then. If you watch the video, does it not seem clear enough without sparkles? I guess we'll have to see with more final graphics but it looks very obvious to me personally once you know what you're looking for.
Hmm, but then isn't that true of every skill, combat included? People will just "literally get better" so there's no need to emulate them getting stronger or more dexterous?
So you're basically asking the same question as Voidwalkers:
To which I answered:
Just as, in an RPG, I should be able to build a character with attributes that make the character better at dodging than my physical twitch skills.
Same for finding secret doors. Same for Stealth.
In Valheim, I don't mind not having sparkles or mini-map indicators for resources - especially food. The resources are reasonably distinctive, although it can sometimes be problematic if the resources I'm seeking have been depleted and haven't respawned yet. I typically don't mind spending tons of extra time searching for what I need because it's a PvE game and I don't have to worry about being hunted by Human players while all I want to do is harvest. Also, Valheim is not an RPG, so I'm not necessarily expecting the character to be better than my player skills.
In WoW, I like seeing resources on the mini-map - based on my profession. I prefer that to sparkles every character to can see. Again, this should be similar to Rogues being able to detect traps or secret doors.
I would hope that it's the Blacksmith/Miner in the Party noticing an iron vein, rather than non-Blacksmiths/Miners also seeing the iron veins sparkle.
I dunno that resources have to sparkle in Ashes.
Probably, it's just the easiest way to demo gathering, this early in development.
Sure, but that determination should be player choice I think. I'd be fine with some trees just giving crappy yields instead. Preferably with some visual cues though, not just random luck. It would just really, really annoy me to stand in the middle of a forest, surrounded by trees, and not be able to chop even one of them down, because someone else was just there and chopped down the few choppable ones.
I'd love to have the option at least!
Nahhhhh we're very dedicated to our discussions on this forum and will never be driven off course by the trivial scuffles between pies & cakes.
You need to at least ask something on the scale of "whether it's a good idea to have pineapples on pizzas".
Actually that could~ be an option.
Let the player decide how they want to specialize as they progress down the path of gathering artisan:
a. Bonus to resource identification / detection? (i.e. sparkles, minimap tracking etc.) OR
b. Bonus to gathering yield?
Might take the devs some effort to balance things though.
https://youtube.com/watch?v=rZVjKlBCvhg
I'd be ok with that if it was an explicitly, mutually exclusive choice. My understanding of the artisan trees is that you will have enough points to master 1 tree (gathering,processing,crafting) but not all, but we have not been told of any restrictions in specialization or mutual exclusivity within trees.
But if you want to be a gatherer then should be entertaining. I think the game essence itself is aiming for that kind of experience so I wouldn't understand if they go with sparkles.
I played one game where you had a skill to "scan" the area and it'd tell you an approximate distance from your current point to the nearest gatherable. Now I don't think this would work well with Ashes, but perhaps something like pre-discovered gatherables in a certain radius will have the sparkle for a certain amount of time.
I'd honestly prefer no sparkles, but I know I can get frustrated with myself sometimes when I can't see what should be obvious.
We'll have to see if that was just a place holder.