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Gathering system feedback.

DeathwyndDeathwynd Member, Alpha Two
Currently the gathering system is suffering a total drought of lower level materials, esp. metals and herbs.
Almost all of the daffodils, and snowdrops have been replaced by moonbells and bluebells.
This makes it very difficult for a massive number of people to level their herbalism and leaves the server nearly destitute of metals.
I would like to recommend that gathering nodes need to degrade back to their lesser forms over time.
Perhaps if something is gathered it comes back as the next tier higher material, then after some time period of not being gathered it degrades back down a tier.
I would think such a system would cause the gathering nodes to more readily keep pace with the skill levels of the gatherers.

Comments

  • RedLeader1RedLeader1 Member, Alpha Two
    edited December 2024
    Artisanship is in a really bad place right now. If you are in the first wave through and get a crack at the initial nodes then everything is fine and dandy, but if you are relying on the respawn system, then trying to find resources is next to impossible.

    This should have been tested in phase1. Can't express how frustrated I am trying to test such a broken system, when it clearly is going to require a fresh server, or a wipe to get right. It just isn't worth testing right now. And I really cant work up the enthusiasm to test it until someone from Intrepid looks like they give a toss.

    If the purpose is testing then they have to get it to a point where we don't spend 3 hours looking for a single node of copper, and have to die 3 times, searching for it! Increasingly I am very worried that Intrepid is taking their feedback from about 1% of the potential player-base, which is just re-enforcing their elite-gamer bias.

    At this point, unless they actually start adhering to Stephen's design principles, then they aren't going to get enough players to fill a server. If they really are so deluded, to think boring levelling, grinding mobs in a group, is more risky than solo-gathering, to fuel artisan crafting, then I really am starting to lose faith in the project being a success.

    The fact that all the artisan system forums and discord channels are barren, just shows that the entire section of the player base interested in the artisan system have quit the test, until there is something worth testing. And honesty I am going to join them, see you in May!
  • stronhammerstronhammer Member, Alpha Two
    Deathwynd wrote: »
    Currently the gathering system is suffering a total drought of lower level materials, esp. metals and herbs.
    Almost all of the daffodils, and snowdrops have been replaced by moonbells and bluebells.
    This makes it very difficult for a massive number of people to level their herbalism and leaves the server nearly destitute of metals.
    I would like to recommend that gathering nodes need to degrade back to their lesser forms over time.
    Perhaps if something is gathered it comes back as the next tier higher material, then after some time period of not being gathered it degrades back down a tier.
    I would think such a system would cause the gathering nodes to more readily keep pace with the skill levels of the gatherers.

    I think this idea is definitely a unique, and great idea for mining nodes, and minerals. Allows more of a feel of unique feel and creativity. I do think there is a potential of this causing a majority of nodes to either never hit a certain tier, or having other issues arise, but I think they could be mitigated by simply working out the map for certain levels....or if the map is indeed supposed to be fully balanced...take that risk.
  • DeathwyndDeathwynd Member, Alpha Two
    there are a number for ways to tweak the concept for different biomes including minimum tiers for minerals and different timings for downgrades but overall I think it would solve the shortages nicely.
  • bloodprophetbloodprophet Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    I wonder if the system rerolls the harvestables when they spawn.

    I was picking up basalt and granite. A node spawned next to me as copper.

    If this is the intended design I like it.
    Most people never listen. They are just waiting on you to quit making noise so they can.
  • akabearakabear Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Currently, gatherable resources feel overly obvious and out of place. They stand out in plain view, detached from the surrounding environment, which can break immersion. To improve this:

    Contextual Placement:
    • Place mineable resources closer to rock faces or integrate them more naturally into rocky areas.
    • Cluster herbs and flowers together or position them near shrubs, tree bases, or other vegetation to create a more natural look.

    Visual Subtlety:
    • Adjust the color tone of mineable resources to be less conspicuous, blending more seamlessly with the environment while still being distinguishable upon closer inspection.

    These changes would make gathering feel more immersive and rewarding, enhancing the connection between the player and the environment.
  • DeathwyndDeathwynd Member, Alpha Two
    edited December 2024
    immersion is all well and good but you hafta consider players with visual disabilities as well.
    as things stand my old eyes find harvesting at night terribly difficult.
  • NatharielNathariel Member, Alpha One, Alpha Two, Early Alpha Two
    the problem is not only the number of low resource, the problem is the number of resource. I see gather run to cut a tree, we empty all the tree of 1 kind in the server. I'm try to take larch....any larch around.all cutted.
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