Sapiverenus wrote: » I checked it out and I really don't think running around from place to place gathering stuff in seconds makes any sense. They have you gathering hundreds of some item just to make one thing it looks like; Just make it one source lol. What is this Berry Picking design. I'm no Berry Picker. Or Bee.
Talents wrote: » The sound design is great, but that's basically it IMO. I really dislike for example how every tree is gatherable, at the start it's cool but then it feels like a gimmick after the first 10 minutes.
Hatham wrote: » well you do that anyway - except its just very scarce. The reason the gathering nw is good is because it uses all the actual environment and not just some random tree in the middle of a forest that cant be touched and never changes. I do agree that they are two different gathering systems. Btw archeage used the same a similar system in terms of everything being almost intractable and you clear almost all of a forest in the same manor as nw (since aoc is a spiritual successor)
WHIT3ROS3 wrote: » I'd seriously suggest people look at the likes of Albion Online to see how a system of being able to gather anything is entirely possible. How would the economy be fucked if you had a base "Tier 1 rough logs" gatherable used in the crafting of Caravans, Buildings, Furniture and Ships? The amount of "ticks" on a tree would depend on how long it had been standing. You then have different specific types of trees that you can place amongst these trees or over certain areas start to spawn when a Node progresses unlocking higher tiers of tree. Enchanted versions and rare types of trees would be amongst this base tier 1 "rough logs" There are multiple reasons you want this.
LordPax wrote: » Ok, so I have not played Albion, but I definitely like this line of thinking. I hope that AoC can be a combination of the BEST parts of ARK, EVE, Albion, New World, WoW, and SWTOR - all of these have amazing mechanics that should be cherry picked. Either way, I think Intrepid has done an amazing job of showing their willingness to adapt already(i.e. new Map size). I can guarantee you that during Alpha 2, they will listen to feedback and change. I would bet money that Beta 1/2 will be an entirely different game than start of Alpha 2.
LordPax wrote: » Not if my feedback for keeping resources limited is louder and more abundant!!
WHIT3ROS3 wrote: » How do people think Ships should be crafted? Ships that can be destroyed and some of which are big enough to hold entire raid groups? The amount of Basic Lumber, Iron and cloth needed for a single ship should be massive.
WHIT3ROS3 wrote: » Then you have caravans, buildings and furniture. (Never mind gear which could use basic materials as well as specialized materials)
WHIT3ROS3 wrote: » You just need to make sure that you have a sufficient matrix of materials that provide interdependencies between different locations. To have a strong crafting economy there needs to be many ways in which stuff can be lost, so there is continual demand.
NiKr wrote: » WHIT3ROS3 wrote: » As far as I know ships were built with the longest possible pieces of wood, so only the tallest trees would apply, which to me sounds like a "special" tree that needs to be chopped and not a random trash tree that gives you plain wood. That isn't true, but regardless. Random trash tree? This is a game. Games have abstract mechanisms to simulate real-world actions. They aren't 1 for 1. Why? Because that would be tedious and make no sense within the context of a game that has a heavy emphasis on sandbox elements. There are so many things that would require large amounts of wood. Ships, Caravans, Gear, Buildings, Furniture, Siege/War Machines. How do you think these should be crafted? Does everyone have a single special type of tree? Only certain trees can be interacted with? Sounds like early 90's game design to me. Caravans and buildings are supposed to be super sturdy and furniture luxurious-looking or race-specialized. Both of those sound like they'd require special kinds of trees. Like ships, I don't think you have the slightest idea of how furniture is made.
WHIT3ROS3 wrote: » As far as I know ships were built with the longest possible pieces of wood, so only the tallest trees would apply, which to me sounds like a "special" tree that needs to be chopped and not a random trash tree that gives you plain wood. That isn't true, but regardless. Random trash tree? This is a game. Games have abstract mechanisms to simulate real-world actions. They aren't 1 for 1. Why? Because that would be tedious and make no sense within the context of a game that has a heavy emphasis on sandbox elements. There are so many things that would require large amounts of wood. Ships, Caravans, Gear, Buildings, Furniture, Siege/War Machines. How do you think these should be crafted? Does everyone have a single special type of tree? Only certain trees can be interacted with? Sounds like early 90's game design to me.