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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.
When should you be able to gather legendary/rare items?
SkylarckTheBotanist
Member, Alpha Two
Hey All,
I wanted to get the communities thoughts on gathering.
Specifically with respect to the gatherability of rare items for low level characters.
IRL you can walk past rare plants/fungi without ever knowing because you haven't done enough research to know how to identify them.
However in the same sense, you could randomly pick something up and later find out its rare.
So my question is should there always be a chance that you can gather a rare/legendary gatherable even if you do not have any artisanship skills in gathering or should you need to be a high level gatherer in order to be able to gather rare/legendary gatherables.
Thanks for your input,
Skylarck The Botanist
I wanted to get the communities thoughts on gathering.
Specifically with respect to the gatherability of rare items for low level characters.
IRL you can walk past rare plants/fungi without ever knowing because you haven't done enough research to know how to identify them.
However in the same sense, you could randomly pick something up and later find out its rare.
So my question is should there always be a chance that you can gather a rare/legendary gatherable even if you do not have any artisanship skills in gathering or should you need to be a high level gatherer in order to be able to gather rare/legendary gatherables.
Thanks for your input,
Skylarck The Botanist
0
Comments
But I think that given the scarcity of these rare materials especially for legendary - I think the thematic of it being something that would *only* even standout to pickup even randomly to someone with the requisite knowledge might be a nicer way of balancing its acquisition in game.
A super low chance for new players is fine ... as it gives them a carrot to work on their crafting skills while doing other things.
That said, legendary mats should only be usable by a max level character/crafter/artificer.
1. I am walking from point A to point B.
2. I find a rare resource along the way.
3. I understand that my level of extraction of this type of resource is less than the declared one.
3.1. I'm trying to get this resource with a 0.0001% chance and I fail the collection => the resource disappears + 0 exp.
3.2. I'm trying to get this resource with a 0.0001% chance and spend collecting => resource in inventory + X exp.
3.3. I invite my friend (with a sufficient level to collect this resource) to come to me and pick up the resource.
3.4. I sell information about the location of this resource in the chat (in the city). + money.
How do you know when/if you find a rare resource if you are too low level? Or are all gatherable automatically identifiable as gatherable with a shimmer/sparkle?
I was just thinking that. A person comes across a rare harvestable and they don't have the proper skill level... They attempt to harvest the item... The item is destroyed and is now no longer able to be harvested by someone with the proper skill level.
A certain glow/shine is possible. Moreover, when collecting resources, you must understand which ones you can collect and which not. You may not even realize that it is rare, trying to collect it and not getting the result.
I was inspired by the treasure chests from the early l2 chronicles. Everyone could try their luck, but not everyone could open it.
This will only increase the value of the item. And the pleasure of receiving it.
I can see your point. I'm not 100% opposed to this idea but I do see how it could potentially be abused and, in return, hurt the gathering system/economy as a whole.
That could be a good thing though. Just kinda spit balling but In the large node game being played it could be a tool used by the group and something needed to be reacted to by the opposing group. Obviously without numbers we can't tell. But if a node is prepping for an attack or defense you could potentially try and drain resources
That part's easy. It's not economically feasible. Unless the devs make these legendary items common enough that they are more profitable than just gathering hundreds of normal items to sell, bots will never have a reason to care.
If your gathering skill was low, you could not spot the resource. RL example, without training in geology, you aren't going to recognize the rock strata might have gold deposits.
If your tools are too low, you cannot gather the high-level resource. RL example, even if you spot gold in the rocks, without dynamite, a rock crusher and a high-volume sifter system, you cannot extract the gold.
So, I prefer that both a high level of skill and a high level of equipment are required to harvest a rare resource.
I think this is the route I would prefer as well. Also A+ examples!
Would say someone with the wrong tools who had heard about something potentially valuble could still ruin a resource by trying to collect what he though was that resource tho. Idk. I hate starting out at a gatherer and everything i walk up to is like, nah, you suck, go pick other flowers. Id rather pick them, and get no resources because i didnt know what i was doing. Then the game saying, no to me even trying
Maybe just add some punishments for trying to gather whats too high of level for your skill. Poison herbs that hurt or kill the harvester. Rockslides if you mess up mining. And so on.
The alpha 1 already had a quest that killed you for picking too many of a certain flower.
Yeah, I prefer to learn by doing - even if this results in some waste in the beginning. My hope is that the graded materials you can get from a node are intuitive, and there are both low level, mid level, high level, and rare materials that can be extracted from the same node.
I thought FFXIV did a good job implementing a similar model with their gathering.