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4 ideas to make resources feel more valuable and also reduce ecological griefing

ManueljfManueljf Member
edited October 2022 in General Discussion
Some ideas on reducing ecological griefing while also making resources feel more meaningful and harder to get.


1. Increase duration of animations for gathering, and add mini games .

2. Reduce inventory capacity or make character move slow when carrying too much. Maybe based on weight. This also increases relevancy of caravans and mules.

3. : Have cargo mules move slowly but add greater inventory capacity. Not as much as caravans though.

4. : Create node ecological crisis events as response to overexplotation. Disturbing events like plague, droughts, land erosion affecting farming, hostile creatures showing up with increased aggresiveness, etc.

Comments

  • LudulluLudullu Member, Alpha Two
    Manueljf wrote: »
    1. Soft layer: Increase duration of animations for gathering, and add mini games for each type of gathering. This will make collecting resources feel more rewarding. Or rather than increasing the current animation time we could also have additional animation. For example, for lumberjacking the character would not only cut the tree when it's vertical but also axe the fallen horizontal tree for a few more seconds before receiving the wood in inventory.
    This slows down a single player, but doesn't really prevent overexploitation by the masses.
    Manueljf wrote: »
    2. Medium layer: In addition to first layer, add limits to the inventory capacity. Maybe based on number of items or based on weight. Not too realistic or inmersive to have a player carry 500kg of iron ore or a ton of wood in their bags while at same time carrying all the gear and other items.This also increases relevancy of caravans and enriches the game. Could also have player speed be reduced when carrying too much weight.
    Capacity is already limited by quantity.
    https://ashesofcreation.wiki/Inventory
    Manueljf wrote: »
    3. Heavy layer (future expansions): In addition to first two layers, add a small resource wagon/cargo animal gameplay. It would require player to own a specialized, slow moving animal, for carrying heavy loads. This would improve and enrich animal husbandry system. It would be different type of animals than the ones used for mounts, move more slowly than caravans and have much less item space so it doesn't steal caravans job. In case we want to further prevent these animals from overtaking caravan job we could introduce a feeding system for them so they have to be fed from time to time to be able to continue doing their job.
    We already have mules.
    https://ashesofcreation.wiki/Mules
    Manueljf wrote: »
    4. Super heavy layer (future expansion): In addition to the first three layers, create node ecological crisis events and various problems for whenever player start overexploiting certain resources in an area. Devs already mentioned something like this but the new idea would be to add disturbing events like plague, droughts, land erosion affecting farming, hostile creatures showing up with increased aggresiveness, etc.
    As you said yourself, devs have already mentioned these kinds of things. And world events could definitely be linked to overexploitation of resources.

    In other words, pretty much everything that you suggested is either already in the game or doesn't quite address potential issues with the system.
  • ManueljfManueljf Member
    edited October 2022
    NiKr wrote: »
    Manueljf wrote: »
    1. Soft layer: Increase duration of animations for gathering, and add mini games for each type of gathering. This will make collecting resources feel more rewarding. Or rather than increasing the current animation time we could also have additional animation. For example, for lumberjacking the character would not only cut the tree when it's vertical but also axe the fallen horizontal tree for a few more seconds before receiving the wood in inventory.
    This slows down a single player, but doesn't really prevent overexploitation by the masses.
    Manueljf wrote: »
    2. Medium layer: In addition to first layer, add limits to the inventory capacity. Maybe based on number of items or based on weight. Not too realistic or inmersive to have a player carry 500kg of iron ore or a ton of wood in their bags while at same time carrying all the gear and other items.This also increases relevancy of caravans and enriches the game. Could also have player speed be reduced when carrying too much weight.
    Capacity is already limited by quantity.
    https://ashesofcreation.wiki/Inventory
    Manueljf wrote: »
    3. Heavy layer (future expansions): In addition to first two layers, add a small resource wagon/cargo animal gameplay. It would require player to own a specialized, slow moving animal, for carrying heavy loads. This would improve and enrich animal husbandry system. It would be different type of animals than the ones used for mounts, move more slowly than caravans and have much less item space so it doesn't steal caravans job. In case we want to further prevent these animals from overtaking caravan job we could introduce a feeding system for them so they have to be fed from time to time to be able to continue doing their job.
    We already have mules.
    https://ashesofcreation.wiki/Mules
    Manueljf wrote: »
    4. Super heavy layer (future expansion): In addition to the first three layers, create node ecological crisis events and various problems for whenever player start overexploiting certain resources in an area. Devs already mentioned something like this but the new idea would be to add disturbing events like plague, droughts, land erosion affecting farming, hostile creatures showing up with increased aggresiveness, etc.
    As you said yourself, devs have already mentioned these kinds of things. And world events could definitely be linked to overexploitation of resources.

    In other words, pretty much everything that you suggested is either already in the game or doesn't quite address potential issues with the system.

    About the inventory capacity I already edited and changed it to reducing it. Had a typing mistake there previously.
    As for the mules, I also edited so my suggestion goes along the lines of having them be slow. And their existence justified by the second idea of having inventory capacity reduced.
  • Sorry if this comes off as lazy, but I just want to direct my response to the "ecological griefing". I don't believe there is such a thing at least within the current proposed designs. If another node send a large group of people to harvest your node lands, that is not griefing. It is pvp. They are following the game rules to the T. if you want your node to do well you better respond to such aggressive actions. Steven already explained what griefing means, and this does not pass the smell test.
    8vf24h7y7lio.jpg
    Commissioned at https://fiverr.com/ravenjuu
  • LudulluLudullu Member, Alpha Two
    Manueljf wrote: »
    As for the mules, I also edited so my suggestion goes along the lines of having them be slow. And their existence justified by the second idea of having inventory capacity reduced.
    Yep, that's my expectation for them as well. Otherwise they wouldn't make any sense. Which is why I think that your suggestion has been already addressed, cause I believe that Intrepid are smart enough to not make a system that makes another one of their systems almost completely redundant.
    Sathrago wrote: »
    Sorry if this comes off as lazy, but I just want to direct my response to the "ecological griefing". I don't believe there is such a thing at least within the current proposed designs. If another node send a large group of people to harvest your node lands, that is not griefing. It is pvp. They are following the game rules to the T. if you want your node to do well you better respond to such aggressive actions. Steven already explained what griefing means, and this does not pass the smell test.
    Have you gone through the whole discussion in the Goalid's thread? Cause, while Steven did address the low lvl gathering a bit on stream, I don't think his explanation completely ruled out the potential "abuse" of the system by a guild or a node. Especially if only one character on your account can be a citizen (that is, citizenship is not account-wide).
  • ManueljfManueljf Member
    edited October 2022
    Edited to make the 4 ideas super summarized and shorter text
  • SathragoSathrago Member
    edited October 2022
    NiKr wrote: »
    Have you gone through the whole discussion in the Goalid's thread? Cause, while Steven did address the low lvl gathering a bit on stream, I don't think his explanation completely ruled out the potential "abuse" of the system by a guild or a node. Especially if only one character on your account can be a citizen (that is, citizenship is not account-wide).

    Ill be real its tough for me lately to read through every single post. As for that one I get the jist of whats being argued. I agree that a well organized group could heavily impact another node via mass gathering. That does not mean that I agree it should be considered griefing. This is something that I believe we have the tools to combat and will make the community of each node try to come together.

    Try being the keyword. If it ends up that one guild or alliance are so strong and just shutting out all the other nodes via this, then perhaps we can do some adjustments or put in stop-gaps.

    Until we get to engage with the actual mechanics and other players, I am fine not touching the current plan.
    8vf24h7y7lio.jpg
    Commissioned at https://fiverr.com/ravenjuu
  • I don't think those changes should be implemented.

    PVE is already repetitive by itself, this would only make the experience worse.
    PvE means: A handful of coins and a bag of boredom.
  • ClintHardwoodClintHardwood Member, Alpha Two
    edited October 2022
    Manueljf wrote: »
    Some ideas on reducing ecological griefing while also making resources feel more meaningful and harder to get.


    1. Increase duration of animations for gathering, and add mini games .

    2. Reduce inventory capacity or make character move slow when carrying too much. Maybe based on weight. This also increases relevancy of caravans and mules.

    3. : Have cargo mules move slowly but add greater inventory capacity. Not as much as caravans though.

    4. : Create node ecological crisis events as response to overexplotation. Disturbing events like plague, droughts, land erosion affecting farming, hostile creatures showing up with increased aggresiveness, etc.

    1) Minigames will just be a burden for anyone who doesn't use macros. Animation lengths are fine the way they are imo.
    2) To the point above moving slowly with more weight—I'd agree only if the player carried more than their stable carry capacity.
    3) You don't even know how much mules carry or even the travel time between nodes; how can you ask for buffs/nerfs already?
    4) I like this idea.
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