WhiteGhost wrote: » I think it all depends on how rare these resources are, if they are fairly common (which I expect most of them to be) then I think a click-style gathering system wouldn't be that bad, but if they are more on the uncommon side, then a minigame would be cool to see if you can get the most out of what you are trying to harvest. Cheers!
Valento92 wrote: » I used to think overly simple crafting/gathering mechanics were boring but after playing pre-5.0 FFXIV I ended up getting really tired of how complex it was. Throughout the latest expansion they overhauled the entire crafting system simplifying things but it's still quite involved. My current opinion is that I pretty much prefer a simple system or something between FFXIV and normal MMOs. These things shouldn't be that complex and demanding tbh...
Grimfaldra wrote: » Actually, I liked the ESO system. The nodes are not very visible, you can just harvest them without tools (maybe one could add tools to harvest better/more efficient). Passive skills make nodes more visible and you can harvest better if you sink time into crafting.
Beekeeper wrote: » True, the easier node detection is a neat skill, though it does still boil down to "go up and press a button" kind of harvesting.
Grimfaldra wrote: » Problem is, if you make harvesting too time intensive, it will be hard for noobs to progress past a certain point since the harvesting will be taken over by specialists who strip-harvest and sell the stuff.
Beekeeper wrote: » I'd argue that's exactly the danger of boring and tedious gathering processes. When it's so unengaging that it feels like it's eating into your gametime, people who already don't have a lot of time are going to avoid it to instead do something fun.
For example, I can't imagine anyone in WoW to say "I learned mining and skinning because they're fun and engaging mechanics". People only take those for profit or because they don't want to shop around for their crafting resources.
Grimfaldra wrote: » It is not trivial to make harvesting "engaging" it is a bit like a mob grind if you need to "kill 20 rats". Even if you use different skills to kill the rat, in the end you just kill the rat. You cannot make collection quests much more engaging. Harvesting is a perpetual collection quest.
Beekeeper wrote: » I'm not sure how I missed this, but I guess gathering in AOC won't be so passive after all. It's old info, but if they haven't abandoned the idea entirely since 2017, maybe at least some of the gathering professions will be a little more active.
WeavingFlow wrote: » Hello, There are several things i think of that could make gathering interesting. 1) minigames during the gathering action being related to the resource you are getting. I'd see a patience + quick reaction test for fishing, maybe a mouse clicker/key spamming thing combined with mouse position accuracy for ore, also combat and race versus a fleeing animal to get its meat, etc.
2) location of resources being tied to some kind of logic where knowledge and experience may help you to figure out where nodes are. Like some plants grow where these insects live and vice versa, or this ore is only in this mountain somwewhere, or this wood only grows on south western beaches, or this gem needs to empty a vein and it's the last pop from it, etc.
3) also on the node location topic, maybe add secret places to find the loot, where some kind of skill is required (like usual skills from the rogue class like detecting secret doors, or some other kind of unlockable skills being more generic) or other places being guarded by mobs/bosses you have to defeat to access the goods, or simply hard places to figure out due to the vegetation or a narrow underground passage with semi-random spawn, etc.
6) step-by-step like resource gathering, requiring you perform several actions before aquiring it. For example partially cutting a tree, then setting a campfire under it, to heat it up and make something come out from it : insect, juice etc.
ThePeacekeeper wrote: » If i'm not mistaken I saw in one of the developer update videos that there will not be any minigames for gathering and that they want to keep it simple.
Zhab wrote: » ThePeacekeeper wrote: » If i'm not mistaken I saw in one of the developer update videos that there will not be any minigames for gathering and that they want to keep it simple. Be careful what conclusions you make based on what you saw in pre-alpha footage. They keep saying nothing you see is final and everything is subject to change. This might be place holder. The devs being more interested on what happens to resources after you gathered them. PVP for them, caravan them around. NPC interaction in node leading into procession and crafting. Early forms of economy that leads too. Specifically how you harvest something is something they can afford to nail down much later on and still get to work on and test a whole bunch of other system.