Strevi wrote: » Rando88 wrote: » Going to mention new world again. After playing that I will be upset if we can't cut down every single tree. I don't see why it wouldn't work. I see in wiki that you might ruin the forest if you cut all trees. Then other players might be upset on you. https://ashesofcreation.wiki/Resources Ideas like land management- and as you draw resources from your surrounding area- what type of effect does that have on the land; and then also how effectively can you draw those resources without having such a deleterious effect on the land, which might impact future resource gathering for some period of time: And it makes relevant the movement of these players who are collecting these goods from the environment, that they actually cannot always just do so in one particular area, as the land management begins to degrade. So it actually encourages movement across the world to discover new areas that might not be as perturbed as the ones you're coming from. It's a very interesting idea. It's something that we're going to be prototyping in Alpha 2 and getting feedback on and testing. I wonder if this will really stay as intended or will change after testing. How will players who feel responsible and avoid cutting all trees deal with somebody like you? Maybe you will need to buy a permit to harvest in a certain area and some player decides yes or no? Maybe if you harvest without a permit you will become a law breaking player? Or players will simply be upset and nobody will want to play with you? This is like when somebody farms a boss and nobody else has the chance to loot. And bots. How we deal with them? Will anyone ban them because they do not listen and cut trees? if is called land management, there must be a manager who sells harvesting permits and assigns a quota so you cannot harvest as much as you want.
Rando88 wrote: » Going to mention new world again. After playing that I will be upset if we can't cut down every single tree. I don't see why it wouldn't work.
Liniker wrote: » Trees should NOT be all harvestable. Supply and Demand... theres no way to have scarcity when you can chop every single tree and harvest every ore, you either need to make them take way to long to spawn and with that having fucked up biomes or doing like new world - having one of the worst shitty economies I ever saw that collapsed within a week of launch. (not even going to talk about Albion since it's a completely different mechanic with pvp zones)
Enigmatic Sage wrote: » there will probably be a finite amount harvestable/respawnable tree's to harvest for each node/zone/biome with varying rulesets associated for them. There may even be a lower percent for rarer tree's to spawn within that finite number. Most likely specific types are processed and used for different things and qualities associated with the type of resource. This way players can adventure through biomes searching for certain types of tree's to harvest. Each biome could have more access to certain types of resources over others. It's part of the trading and competition for wanting to acquire/defend these area's. But no, they're not planning to allow every tree to be harvested.
Rando88 wrote: » Those darn indestructible trees right next to these choppable ones. They taunt me while I wait for these other trees to grow.
Rando88 wrote: » Enigmatic Sage wrote: » there will probably be a finite amount harvestable/respawnable tree's to harvest for each node/zone/biome with varying rulesets associated for them. There may even be a lower percent for rarer tree's to spawn within that finite number. Most likely specific types are processed and used for different things and qualities associated with the type of resource. This way players can adventure through biomes searching for certain types of tree's to harvest. Each biome could have more access to certain types of resources over others. It's part of the trading and competition for wanting to acquire/defend these area's. But no, they're not planning to allow every tree to be harvested. You're right. A finite amount. Means every tree. I don't agree with the last part.
NiKr wrote: » Rando88 wrote: » Those darn indestructible trees right next to these choppable ones. They taunt me while I wait for these other trees to grow. And I'm taunted by every tree being harvestable. Every time a ran near a tree in NW I thought to myself "I need to cut down that tree". And this thought was pretty much omnipresent because that world is filled with damn trees. And it ate away at my desire to do other things, because it was constantly nagging me to cut down more trees.
akabear wrote: » Sathrago wrote: » akabear wrote: » For me, New World raised the bar on all gathering. It was pentiful, diverse and meaningful. So hard to go to a destination without stopping to grab something. Felling an area of trees; the sounds, the feeling when chopping, the falling of the tree, the clearings and empty areas waiting to respawn.. great job.. Can only hope new world had it right except for one thing. The quantities require for crafting and the quantities gained from gathering. I am saying this from the beta and first month of the game so if its changed oh well. But during that time period Star metal, the t4 metal ore was basically worthless because of how much there was, while iron, the t1 metal, was the cash cow due it its low quantity and exceedingly large need for crafting *any* metal item. Basically, if they took that system and made the low tier easily gathered in large quantities and scaled up the difficulty and rarity as the tiers get higher, the economy would work itself out. True and the later game this lack of certain materials became even more apparent making even the most basic crafting difficult. What was interesting, bots kept the basic resources in abundance... having always been anti bots there was an interesting argument for NW to allow them in game to keep the economy going.. But as for Ashes, I would hope that the analytics they monitor of the game prosperity, means they tweak some of the gatherable spawns and locations to keep it challenging and interesting but within reason "balanced". (not broken) That aside, cannot fault the gathering only side of NW.. For a non-gatherer type, I could have done gathering only! And crafting.. well in NW if you had the mats (forget how to obtain the mats), it too was a great system that bettered all MMOs I have experienced
Sathrago wrote: » akabear wrote: » For me, New World raised the bar on all gathering. It was pentiful, diverse and meaningful. So hard to go to a destination without stopping to grab something. Felling an area of trees; the sounds, the feeling when chopping, the falling of the tree, the clearings and empty areas waiting to respawn.. great job.. Can only hope new world had it right except for one thing. The quantities require for crafting and the quantities gained from gathering. I am saying this from the beta and first month of the game so if its changed oh well. But during that time period Star metal, the t4 metal ore was basically worthless because of how much there was, while iron, the t1 metal, was the cash cow due it its low quantity and exceedingly large need for crafting *any* metal item. Basically, if they took that system and made the low tier easily gathered in large quantities and scaled up the difficulty and rarity as the tiers get higher, the economy would work itself out.
akabear wrote: » For me, New World raised the bar on all gathering. It was pentiful, diverse and meaningful. So hard to go to a destination without stopping to grab something. Felling an area of trees; the sounds, the feeling when chopping, the falling of the tree, the clearings and empty areas waiting to respawn.. great job.. Can only hope
Obamanizer wrote: » Every tree nagging at you to cut it means that at its core, you where actually having internal fun with how immersive the system was to live life as a lumberjack.
Obamanizer wrote: » Ashes will differ in the sense that you will need to have it as a profession to be able to do it, so if it's not your cup of tea, it will be irrelevant to you.
Sinedko wrote: » you liked NW crafting? i thinkit was horrible, there is no logic if i want to create the high tier items, that i will require all low tier items as well, it was boonkers, like you want to create axe? too bad, you need all mats that is in the game in order to make highest tier of the weapon, really dislike that and i really hope that Ashes will not have that material chains as NW, very much dislike this
WHIT3ROS3 wrote: » Every tree should 100% be gatherable. There needs to be different types/tiers of wood and a crafting and economic system which means all levels will stay relevant. You have a baseline "Rough wood" which can be harvested from most trees, regardless of their appearance. That wood can be used as a base ingredient for lots of different craftables. (Ships and Caravans alone will take large amounts of wood) Then you have 10 tiers of different types of wood that you can unlock the ability to chop as you level (Having 50 levels for lumberjacking would mean a new tier of tree you can chop every 5 levels) Have a mastery branch that allows you to increase your speed/yield for each tier the more you chop wood of that tier. You could add levels of enchantment to the trees by adding a glowing aura. You place the highest tier and highest quality resources in the most dangerous areas.
NiKr wrote: » Sinedko wrote: » you liked NW crafting? i thinkit was horrible, there is no logic if i want to create the high tier items, that i will require all low tier items as well, it was boonkers, like you want to create axe? too bad, you need all mats that is in the game in order to make highest tier of the weapon, really dislike that and i really hope that Ashes will not have that material chains as NW, very much dislike this Ashes will have the upwards moving crafting system. You'll need low tier items to craft higher tier items. https://ashesofcreation.wiki/Crafting