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Idea for Rewarding Skill Progression in Gathering

I wanted to share an idea regarding the gathering system, specifically for players who have reached journeyman level with a particular skill.

For example, let’s say I’m a journeyman in a specific gathering skill, using a rare tool and wearing rare apprentice pants and shirt. When I attempt to gather a resource, I still gather at least 2-3 times as many white resources as colored ones.
I understand that your goal is to reward players who invest time in building up their skills. With that in mind, I’d like to suggest the following:

When a player’s rank is one level higher than the resource they are attempting to collect—or when their skill level reaches a certain threshold (including buffs from clothing, food, and other sources)—there could be an indicator to show whether a resource is of higher rarity. For instance, the resource could glow or have some visual cue that signals it’s of greater rarity.
This idea also feels more realistic. If an expert lumberjack approaches a tree, they should be able to recognize whether the tree is of good quality just by looking at it. Similarly, it would make sense for skilled gatherers to have a way to identify rare resources more easily.

Thanks for considering this idea!
Best regards,

President Harrison (uXa)

Comments

  • AeacusAeacus Member, Alpha Two
    Absolutely agree with this.
    This suggestion makes perfect sense from both a gameplay and immersion standpoint. Once a player reaches journeyman level or higher, they’ve clearly invested time and effort into mastering that gathering skill—it’s only fair that expertise should translate into better awareness of resource quality.

    The visual cue idea (like a glow or subtle shimmer) would not only reward experienced gatherers but also make the gathering experience feel more dynamic and satisfying. It fits perfectly with the logic that a seasoned miner, lumberjack, or herbalist would naturally recognize high-quality materials in the field.

    It’s a small change that would have a big impact on player engagement, skill progression, and the sense of mastery that comes with leveling up. Excellent idea!
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  • LudulluLudullu Member, Alpha Two
    I'd prefer experience expression to come from quantity gathered, rather than seeing rarity of stuff, mainly because seeing the rarity would greatly undermine newbie's attempts at breaking into the market.

    If all the high lvl players can just run around and snipe all the valuable materials - this means that basic mats are even less valued than they already are. Which means that newbies/casuals will never be able to get lucky on a spawn and progress their character faster by selling/using a high rarity gatherable.

    But with a higher quantity approach (i.e. a master of his craft knows how to gather a material in a more refined way) the high lvl players still benefit more from rare finds, but the profession's rng floor is equal among everyone.
  • akachanoakachano Member, Alpha Two
    edited 2:00AM
    The idea that a rando would walk into a forest and be able to just stumble upon a legendary tree that a master lumberjack wouldn't notice seems odd. This idea that a new player should be instantly able to complete with an experienced professional isn't realistic in the slightest. Take fishing for example, I am a lvl 50 grandmaster fisherman. I have a legendary journeyman fishing pole. Quality is broken on fishing atm. Food does not make you catch higher quality of fish nor does an increased quality of/on fishing rods. So currently the only difference between me and a novice with a crude pole is i can catch a couple more types of fish. How does that make sense? How do you convince me and other players like me all the time i have invested in my skill isn't completely worthless? This seems like a reasonable attempt to do so.
  • PresHarrisonPresHarrison Member, Alpha Two
    Ludullu wrote: »
    I'd prefer experience expression to come from quantity gathered,
    You literally have no life... and enjoy chopping trees all day.... What is the point to becoming JM and buying higher end crafting gear if the floor is equal for the novice gatherers. I guess in your world everyone should get a trophy.[/quote]
    Ludullu wrote: »

    If all the high lvl players can just run around and snipe all the valuable materials - this means that basic mats are even less valued than they already are. Which means that newbies/casuals will never be able to get lucky on a spawn and progress their character faster by selling/using a high rarity gatherable..

    It will happen for newbies but honestly newbies should have much less of a chance than higher rank people.

  • LudulluLudullu Member, Alpha Two
    You literally have no life... and enjoy chopping trees all day.... What is the point to becoming JM and buying higher end crafting gear if the floor is equal for the novice gatherers. I guess in your world everyone should get a trophy.

    It will happen for newbies but honestly newbies should have much less of a chance than higher rank people.
    The point of becoming the JM is to have the access to higher grade mats and higher grade tools that give you a boost to gathering rarity. And then ON TOP of those things you'd also be getting more stuff per gatherable source.

    I'm literally suggesting cut down on the amount of trees you'd need to cut, w/o completely removing newbies/casuals from the artisan/market gameplay of Ashes.
  • lamina5432lamina5432 Member, Alpha Two
    I think there needs to be a secondary information set that you get better at reading as you become a higher level gatherer. For lumberjacks as an example we've bee told that there is going to be land health. A JM lumberjack should somewhat be able to interpret say soil content of an area as an action to lead them to better trees. A novice would have no knowledge of this. And maybe a GM can see in a certain radius around them what it its.

    This means they don't straight up see the better trees but the better area to look in.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    I generally disagree with the approach suggested in the OP, because it would not be consistent across Gathering Professions even considering that Ashes uses Rarity grades.

    The only way the suggestion works is with predetermined Rarity (not Static Rarity) which is always a danger-point if anything is sending that data to the Client. Devaluation-Denial behaviour is certainly uncommon in games but it's not so uncommon that it doesn't cause specific stupid forms of frustration/conflict.

    That said, I (and afaik my group members) don't like:
    • Profession Equipment raising chances of rare drops as a direct function
    • Rarity options across all ArtC(N) slots for most/all materials
    • Predetermined Rarity as a general gameplay incentive/concept
    • Large effects of Artisan skill on the outcomes of ArtC(N<4) gathering points

    The last one might be okay if Ashes received an overhaul in which the second was somehow 'fixed' relative to Crafting, but as it is now...

    I'm imagining the nightmare of trying to scrounge up 50 Rare+ Ore because you can't be confident that you will get a Rare Greatsword out of all your work without all the component Ingots in the attempt also being Rare.

    One could argue 'but with more Artisanship Skill you could get more Rare+ Ore faster!' and to those people I guess I would concede that if they want no one but the grindiest of grinders to ever have a Rare Grade Brass 2HSword, then sure it's fine.

    If enough people consider that to be fun, good. Those I speak for, don't.
    One of the most enduring 'fantasies' of the human spirit, is to either always have people willing to help... or to be strong enough to never need any.
  • AszkalonAszkalon Member, Alpha Two
    Ludullu wrote: »
    I'm literally suggesting cut down on the amount of trees you'd need to cut, w/o completely removing newbies/casuals from the artisan/market gameplay of Ashes.

    I think i can somewhat see your point.

    Imagine having Hundreds of People running around to gather Mats and there is just not enough Trees around for them because Everyone is constantly running for Trees 24/7 like a Madman.

    Are the People supposed to fight and kill each other over the Trees all the time ? x')
    a50whcz343yn.png
    ✓ Occasional Roleplayer
    I am in the guildless Guild so to say, lol. But i won't give up. I will find my fitting Guild "one Day".
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Aszkalon wrote: »
    Ludullu wrote: »
    I'm literally suggesting cut down on the amount of trees you'd need to cut, w/o completely removing newbies/casuals from the artisan/market gameplay of Ashes.

    I think i can somewhat see your point.

    Imagine having Hundreds of People running around to gather Mats and there is just not enough Trees around for them because Everyone is constantly running for Trees 24/7 like a Madman.

    Are the People supposed to fight and kill each other over the Trees all the time ? x')

    Yes? Like, that's explicitly the point of the game?

    They even told us that this was the reason Static Rarity was a thing.
    One of the most enduring 'fantasies' of the human spirit, is to either always have people willing to help... or to be strong enough to never need any.
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