Glorious Alpha Two Testers!
Alpha Two Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Increasing Hunting recourse rarity gatherd.
During my time play testing, Ive noticed out of grinding for resources from every profession that hunting and gathering from the hunted target is very grindy. The recourse rarity drop chance seems to be ruffly the same and collecting everyother recourse. Due to the scarcity of huntsble targets in and of itself this makes even uncommon carcass equivalent to a heroic rarity. This is how I've felt and this is just my take on it. I believe the either the spawn rate needs to be increased for the huntable targets or the rarity of recourse dropped from the huntable targets needs increased accordingly to create a smoother grinding experience. And to add on to the allready scarcity of huntable targets, the good farming spots that I have found are typically fought over as there are several people trying to hunt in the same spot. This further decreases the amount of yeild one player can attain from the grind. What are your thoughts on this? Is intrepid allready planning on fixing this before beta? Has this been talked about before? What are the pros and cons to increasing rarity drop chances for huntable targets?
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I also think and I've said this in a lot of crafting threads, the recipes are very strict in what resources are needed which causes a lot of bottlenecks for certain things. If you could use a wolf or a bear pelt in the same recipe with slightly different results it would be much less a problem.
Hunting in Alpha-2 phase-2 and early phase-3 is placeholder and is expected to change later in phase 3 to be closer to the intended design.[8][9][7]
The developers intend to investigate rarity issues with hunting gatherables in early phase 3.[8]
For the purposes of A2, we are going to dual-purpose some NPC monster populations to serve as placeholder hunting targets; but ultimately [the] long-term goal is that these would be unique NPCs within the world that you would track down and hunt in order to collect the materials and resources for.[7] – Steven Sharif
I respect Steven's vision for the game and its running really well for it being in alpha. But I almost feel that making unique NPCs that can hunted, sounds small scale. Almost a decrease in the spawn rate as it allready stands? Id love more information about what we can expect out of this possible change in the huntable targets, are there going to be more of them? Or higher rarity drop percentages. Are they gonna be like quests or bountys on big game creatures in the game, where in completing the bounty a larger reward of carcasses are given in return. Theres simply not enough information to form an idea of what is to be expected.