1. The activity must have clear goals and progress. This establishes structure and direction.
2. The task must provide clear and immediate feedback. This helps to negotiate any changing demands and allows adjusting performance to maintain the flow state.
3. Good balance is required between the perceived challenges of the task and one's perceived skills. Confidence in the ability to complete the task is required.
nbradstreet wrote: »
If I had to choose a system my thought would be to have some sort of timer from when you gather something and after the grace period ends the gatherable or some percentage become droppable and the player needs to decide when to go and secure what they have picked up. So at the very least players cant lose something immediately but the longer they gather the riskier it becomes and at different intervals of time a higher percentage of materials could drop if you are killed. It isn't a perfect system and maybe isn't even something that could be implemented but it gives people who don't want the PvP some protection while still allowing PvPers the opportunity to get something for killing someone.
Sorry, my native language is Erlang.
Vaknar wrote: »
Artisan gatherers will be prime targets for combatant players. With that said, would you like to see alternative play loops that provide you with a way to mitigate or eliminate the risk of dropping gathered materials?
Percimes wrote: »
Do you lose the resources regardless if the other player loot you or not? Meaning, a death is a death, same consequences no matter if it's from PvE or PvP: you die, you lose stuff. Guarantied.
I know, on a personal level, I won't attack anyone because I want to steal their resources. Ever. Killing them to deny the access to a resources spot, maybe if they don't want to share, no problem with that. But gathering resources by looting gatherers? That seems so inefficient to me, at least on a character level. It's a different story for caravans with their larger quantities and that's the mechanic for acquiring resources through PvP that should be the focus.
It's funny how those mentioning the risk vs. reward to gather materials stay suspiciously quiet on the risk vs. reward on the attackers side of things.
I consider dropping resources a toxic reward. For my part, I'll make sure anyone attacking me with impossible odds for me to win will get as little reward as possible: I'll destroy the resources, if I can. I won't be the only one losing my time at least.
Kreinster wrote: »
I'll admit, seeing this question is worrying. To begin with, a killed gatherer was never going to drop all of their materials regardless of how they died – and now you're asking about mitigating that further?