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Events created by Gatherers.

It's as simple as the title suggests. I think it would be a great tool for gathering certain materials or quantities of a material in zones to cause events that other players can come to deal with. I believe these types of events would fall under the category of "Pop-up triggered events".

Are you near the shore fishing in your fishing boat, catching a ton of stripers? Well the thrashing of the fish drew in dangerous sea monsters, evacuate or deal with the problem. Did you mine out the rare ruby crystals from this quarry? The earth elementals have something to say about that. Run or fight them off. Did you just pluck the last flower in the druid's grove? Now the forest spirits are pissed and decided to create overgrowth and hazardous plants on the nearby pathways through the forest. Defeat their leader or leave it for someone else to solve.

I believe these are good examples of what I am suggesting. What do yall think?
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    George_BlackGeorge_Black Member, Intrepid Pack
    I wouldn't mind. But I can hear the screams of solo gatherers "being forced" to find a group to combat the mobs, in order to continue their activity. You know, because people always complain about something?
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    akabearakabear Member, Braver of Worlds, Kickstarter, Alpha One
    On a broader scale, this is what I was anticipating the systems would kind of initiate.. perhaps not always realizable by the individual but the collective.. but then again perhaps the individual does the last action and gets to see that they were responsible to trigger an event
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    I wouldn't mind. But I can hear the screams of solo gatherers "being forced" to find a group to combat the mobs, in order to continue their activity. You know, because people always complain about something?

    Well im not expecting all of the events generated to be elite group fights, but yeah i would hope that these would be more efficient with group play. And yes, of course some solo players will complain. I don't care. As someone who mainly plays many of these mmos solo farming and such, I would either find a pug, try to solo it, or move on. Not everything is gonna go your way when you play an mmo trying to immerse you in reactive, complex world.
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    yes
    w8bGfqm.gif
    GJjUGHx.gif
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    novercalisnovercalis Member, Founder, Kickstarter
    I wouldn't mind. But I can hear the screams of solo gatherers "being forced" to find a group to combat the mobs, in order to continue their activity. You know, because people always complain about something?


    Well, it shouldnt be triggered by every single solo player, every 5-10min. It should be a large quota needs to be met for the event to be triggered.

    Examples:

    100k trees chopped or on the 500th rare purple lotus that was picked. Something that doesnt get triggered often or be put on a CD afterwards.

    Say the druid groves are angry that there has been 100k worth of chopped woods has been gathered. Event is triggered, then the event is over. 7-14 REAL LFIE day cooldown begin. Then the 100k quota restarts.
    {UPK} United Player Killer - All your loot belongs to us.
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    Dolyem wrote: »
    yes
    w8bGfqm.gif

    Those who are too greedy could trigger wars.
    Harvesting everything like... in real life.
    September 12. 2022: Being naked can also be used to bring a skilled artisan to different freeholds... Don't summon family!
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    As a rare event sure, that could be interesting. And it doesn't necessarily need to be an encounter that you can't solo. Would make the long gathering runs a bit more interesting.
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    I’m all for it! Some ent-like creature attacking lumberjacks, elementals attacking miners, druidic cultists attacking herbalists, sea monsters attacking fisherfolk. Would add a nice bit of spice to profession interactions in the open world.
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    Scarbeus wrote: »
    As a rare event sure, that could be interesting. And it doesn't necessarily need to be an encounter that you can't solo. Would make the long gathering runs a bit more interesting.

    Absolutely it doesnt have to be an apocalyptic event, it can be a boon in the form of a rare mob or resource showing up that can be harvested for more value that even a solo player can grab a hold of.
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    I don't have much to contribute in the way of ideas / suggestions, but I wanted to chime in and say that this kind of system sounds really neat. Big plus one!

    There's been loads of psychological analysis done on how people find "variable rewards" (i.e. randomized) more enticing than set / predictable ones, and I this this kind of functionality leans into that.
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    Would be a really cool mechanic, like finding a rare mob in old WoW. Maybe adjust the mob to the player to always make it a hard fight but then equally good loot. Say a small windfall of whatever you were farming? Would also be interesting if whoever spawned the mob, the mob was permanently locked on them and would chase them without limits until one of them dies. Nothing is free and danger everywhere, risk vs reward lol.
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    AsraielAsraiel Member, Alpha One, Adventurer
    edited September 2022
    yeah like the idea had some thoughts myself like:
    harvest to many trees in a forest makes the mobs in it agressive and maybe leading to a smaller dungeon to open which will then be open for 1 ingame yearcycle until the forrest has regrown.

    or mining ores and revealing a hidden cave after some rocks crashed down

    also seasonal things like dungeon in a lake that is only accessebly during dry season of summer.

    only with maybe groupe sized dungeons at max.

    and dungeon may have a cooldown of a few ingame yearcycles befor beeing able to reapear


    from the planed side isnt there something like if to much is harvested or killed within a nodes influencal zone that a attack on the node by enraged mobs can be triggered?

    farming ressources or killing mobs could also trigger worldbosses to apear or to reapear faster. or maybe add some supportive mobs to worldbosses to make them stronger. for example worldboss flame dragon gets assistance from 1-3 baby or juvenale fire dragon if to many mobs or ress ware farmed and the boss wasnt killed.
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    Sathrago wrote: »
    Are you near the shore fishing in your fishing boat, catching a ton of stripers?

    Lol, I read that with a double-"p" at first, and I've got to say, I was instantly convinced that it had to be in-game.
    This link may help you: https://ashesofcreation.wiki/
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    Here I would like to showcase how this mechanic would work. Enjoy.

    https://youtu.be/BdVF74zEEfE
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    Commissioned at https://fiverr.com/ravenjuu
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    Sathrago wrote: »
    Here I would like to showcase how this mechanic would work. Enjoy.

    https://youtu.be/BdVF74zEEfE

    This is fantastic hahahaha
    GJjUGHx.gif
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    AsraielAsraiel Member, Alpha One, Adventurer
    edited September 2022
    Harvest a forest to much and it starts to be covered in a dense fog. after passing thru it you spot a Dungeon entrance underneath a treeroot that wasnt there befor.
    2efd4402b53f94ea9c35ff4961879822.jpg

    Farming to many Undead in a area and suddenly it happens a solar eclipse in its area where you are becomes pitch black after a few steps in the dark you see the light of 2 torches that werent there befor, marking the entrance to a hidden dungeon/catacombes underneth the ruins
    71098607.jpg
    or underneth the Hanging Tree.
    Hanging_Tree.png

    As autume turns the leave Brown the bears starting to gather in caves for their winter sleep, during the other seasons these caves seemed empty but now they are filled with grunty sleeping bears that doesnt like to be woken up, in the far back of the cave you spot it, the Alpha Bear that only is seen during winter season.
    3993909384_466c689bb0[1].jpg

    You lads did dig to deep into the montain, a tunnelwall colapes soon after a deathbringing scream could be heard. something has been woken up that should not be woken. behind the Wall a maze of tunnels spead out, while you make your way deepen in to the montain as ever before you come a cross anderground rivers, lakes of lava you need to go a step deeper but you know after that theres no way back, you enter a cave filled with diamonds and other extreamly rare ores at the far end of the room you see a crack in the wall where some light shines in, an exit finaly. as you gather the minerals and makeing your way to the exit the floor starts to shake and out of a dark siderooms enters a massive creature that now blocking the way out. you prepair for the fight of live and death.
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    Summer was Hot and Dry now the lakes lost a lot of water and revealing a dungeon entrance. much as like in Tomb Raider however not by pulling a lever, but by the weather and season.
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    once in a while it happens that it is raining even in the dryest deserts, only a few hours after it you see plants growing and animals running around. You hurry there cause the herbs that grow are rare items for crafting and the small animals are normaly hard to find.
    bigstock-Blooming-Desert-32000438.jpg

    and many other events and event-dungeons that are triggered by farming ether resources or mobs or after beating a Worldboss or also triggered by season or weather.
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    prymortalprymortal Member, Braver of Worlds, Kickstarter, Alpha One
    edited September 2022
    I'm not against it, its a great new idea. But I Can see it becoming Tedious fast putting gatherers off. but at the same time It'd help with the bot problem (What bot problem? clearly never played an mmo in your life if you think this game wont have one, they flourish in subscription MMOS in the millions!) if it was a fighting event or similar.
    Here is my issue if it spawns an event that is not a solo event, or an solo explore for extra rewards event, then that needs to be marked in the map to help clear it, which means Ganking because we know what you have been doing, rather than help clearing & getting "rewarded" in a similar manner.
    ~ Another literally don't need hindsight when you have experience moments.
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    AsraielAsraiel Member, Alpha One, Adventurer
    prymortal wrote: »
    Here is my issue if it spawns an event that is not a solo event, or an solo explore for extra rewards event, then that needs to be marked in the map to help clear it

    wy should it be marked on the map?
    or should it only be marked on the maps of those that did pass thru the loactions much like the map beeing at start clouded in darkness, once you enter a area it will be revealed on your map but like satelite images only once you reenter the zone your map getting actualized to it. so those that find it can deside to keep or spread the info.
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    SathragoSathrago Member
    edited September 2022
    prymortal wrote: »
    I'm not against it, its a great new idea. But I Can see it becoming Tedious fast putting gatherers off. but at the same time It'd help with the bot problem (What bot problem? clearly never played an mmo in your life if you think this game wont have one, they flourish in subscription MMOS in the millions!) if it was a fighting event or similar.
    Here is my issue if it spawns an event that is not a solo event, or an solo explore for extra rewards event, then that needs to be marked in the map to help clear it, which means Ganking because we know what you have been doing, rather than help clearing & getting "rewarded" in a similar manner.
    ~ Another literally don't need hindsight when you have experience moments.

    One reason why you want this to not be easy to clear as a solo player is botting. This should help reduce the amount of bots running around gathering everything if a winged tyrannosaurus pops out and chases them down. most bots wouldnt have the responsiveness to deal with such situations, while a player would. Or at least I would hope they would.
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    tugowartugowar Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One
    "I remember the dust storms of Nettlescar like they were yesterday. The gatherers picked the plants bone clean, and no resources grew in the Nettlescar for a decade after that."

    Virtue is the only good.
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    tugowartugowar Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One
    Asraiel wrote: »
    prymortal wrote: »
    Here is my issue if it spawns an event that is not a solo event, or an solo explore for extra rewards event, then that needs to be marked in the map to help clear it

    wy should it be marked on the map?
    or should it only be marked on the maps of those that did pass thru the loactions much like the map beeing at start clouded in darkness, once you enter a area it will be revealed on your map but like satelite images only once you reenter the zone your map getting actualized to it. so those that find it can deside to keep or spread the info.

    This is how it is marked on the map:
    https://www.wow-professions.com/farming/peacebloom-silverleaf-farming

    Virtue is the only good.
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    tugowar wrote: »
    Asraiel wrote: »
    prymortal wrote: »
    Here is my issue if it spawns an event that is not a solo event, or an solo explore for extra rewards event, then that needs to be marked in the map to help clear it

    wy should it be marked on the map?
    or should it only be marked on the maps of those that did pass thru the loactions much like the map beeing at start clouded in darkness, once you enter a area it will be revealed on your map but like satelite images only once you reenter the zone your map getting actualized to it. so those that find it can deside to keep or spread the info.

    This is how it is marked on the map:
    https://www.wow-professions.com/farming/peacebloom-silverleaf-farming

    i believe that is placeholder or subject to change. They have discussed events being environmental signs (audio, visual, etc) rather than UI alarms.
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    AsraielAsraiel Member, Alpha One, Adventurer
    tugowar wrote: »

    well it will be temporary events in seasons not something grind all trees and dungeon is forever there, more grind all trees and dungeon is there for as long as the actual season last or only allows a set number of groupes entering bevor the entrance vanish or 1 ingame year after that several ingame years the dungeon doesnt reopen due to be on CD.

    so tecnicly wikis may show the dungeon on there page with a screenshot of the map but ingame the map may have actualized and nolonger shows a dungeon entrance. and you may not know when it could open the next time. especaly if the cd is a rng between some ingame years. also can nodes keeping seasons for longer if they wish to do so. so even if a wiki does track all servers it will need a army of peoples that check the locations every single day to confirm that if the dungeon is still on cd.
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    SapiverenusSapiverenus Member
    edited September 2022
    Good idea. Most environmental objects should be gatherable but have 1. Others claiming it, 2. Elementals hating you, 3. People raiding you as you try and travel with it, 4. Nature stuff/ Elemental stuff trying to regrow or reemerge with stuff.
    Couple of Rock Elementals WWE tag teaming you into dust would be a lot more fun than an easily accessible, docile or weak world. Make it hostile, regenerative, and funny difficult.
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    AsraielAsraiel Member, Alpha One, Adventurer
    dungeons that open because the nature or the creatures are angry. maybe with the effect that more and higher level mobs will spawn in the area and to set it back compleating the dungeon and defeating the cause of the mob rageing a few times to restart the regroth and returning to normal.
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    Sathrago wrote: »
    prymortal wrote: »
    I'm not against it, its a great new idea. But I Can see it becoming Tedious fast putting gatherers off. but at the same time It'd help with the bot problem (What bot problem? clearly never played an mmo in your life if you think this game wont have one, they flourish in subscription MMOS in the millions!) if it was a fighting event or similar.
    Here is my issue if it spawns an event that is not a solo event, or an solo explore for extra rewards event, then that needs to be marked in the map to help clear it, which means Ganking because we know what you have been doing, rather than help clearing & getting "rewarded" in a similar manner.
    ~ Another literally don't need hindsight when you have experience moments
    .

    One reason why you want this to not be easy to clear as a solo player is botting. This should help reduce the amount of bots running around gathering everything if a winged tyrannosaurus pops out and chases them down. most bots wouldnt have the responsiveness to deal with such situations, while a player would. Or at least I would hope they would.

    Good point and I hope more people are open to botting solutions.
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    chibibreechibibree Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One
    As a PvE primary person, this sounds fun to me! I'd love nothing more than to accidentally trigger something while out trying to get stuff for making potions. I hope that these event do spawn off of non PvE stuff like gathering.
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