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Gathering/ Crafting Suggestions


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#1 RISDMAC

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Posted 08 April 2014 - 09:53

So If this has been mentioned apologies, but an idea occurred to me this morning and I thought I'd run it by everyone.

The first is the introduction of gathering/ crafting skill trees. Gathering skills could include reduced gather time and increased chance to gather rares or increased resources per gather and reduced time to convert materials into crafting components. Crafting could include reduced crafting time per item and %chance to use no materials/less materials.

I feel like these abilities are comparable to increased movement speeds and increased haste skills, dodges and critical hits etc that levelers get via combat so it would not be game breaking in concept (in my opinion).

If the skill trees are too severe then an alternative I would suggest wiuld be a potion for each. Gatherers potion decreases gathering time, crafters potion decreases craft time...

Hollar some feedback  :D


Edited by JQuan, 08 April 2014 - 19:48.


#2 Crusader

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Posted 08 April 2014 - 10:14

This is a great suggestion, and I believe that it would actually benefit skillers or attract players who might not otherwise skill. 


Characters:

Crusader - Assassin [Level 45] | Dusk - Mage [Level 1] | Hex - Ranger [Level 6]

 

Gathering Professions: 

Crystal Cutting: 13 | Farming: 10 | Fishing: 10 | Foraging: 41 | Forestry: 19 | Prospecting: 40 | Skinning: 11

 

Crafting Professions:

Alchemy: 45 | Armoursmithing: 9 | Cooking: 11 | Jewelry: 6 | Leatherworking: 6 | Tailoring: 5 | Weaponsmithing: 2


#3 EJK

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Posted 08 April 2014 - 16:05

If the skill trees are too severe then an alternative I would suggest wiuld be a potion for each. Gatherers potion decreases gathering time, crafters potion decreases craft time...

This has been suggested before, but about the profession talents, how would you earn them?


IGN: Player. I usually think in longevity point of view.

 


#4 RISDMAC

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Posted 08 April 2014 - 16:27

This has been suggested before, but about the profession talents, how would you earn them?


You would earn points by leveling up a profession. Or 1 point per certain number of skill levels gained. Each point could only be spent on that skill.

Example

Earn a level in forestry, gain a forestry point to be used on the forestry skill tree. I could spend this point on my pynwood gathering 'talent' which reduces time to gather gather/chop pynwood trees by 1% per point max 5 points. Other talents may include amount of sap gathered, amount of pyns gathered or higher chance of twisted pyns dropping... Once i hit 16 i would have had to invested in pyn gathering to unlock lithsithle gathering and so on so that not every skill/talent is available, as with character development...

#5 EJK

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Posted 08 April 2014 - 16:39

Other talents may include amount of sap gathered, amount of pyns gathered or higher chance of twisted pyns dropping... 

You get too many logs compared to sap so everyone would stop in "more sap", also the twisted id quite useless, you only use them to crate items that need lesser elemental flakes -> none crafts them. Well if housing is added then people might consider to get twisted. (they look nicer than normal)


IGN: Player. I usually think in longevity point of view.

 


#6 RISDMAC

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Posted 08 April 2014 - 16:58

You get too many logs compared to sap so everyone would stop in "more sap", also the twisted id quite useless, you only use them to crate items that need lesser elemental flakes -> none crafts them. Well if housing is added then people might consider to get twisted. (they look nicer than normal)


Those were just off the top of my head trying to come up with a quick example. The point I was trying to get across was that you shouldnt be able to max gathering speed AND amount of sap AND conversion into timber... This way players would have to plan their builds and while standard builds would probably emerge, players can tailor them to suit their individual styles.

For my part in the example above, I know I would sacrifice sap in favor of gather time and buy the materials but not everyone would play this way...


Edited by JQuan, 08 April 2014 - 19:50.


#7 EJK

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Posted 08 April 2014 - 17:04

If they can make enough "talents", then this would be a great idea, otherwise i got a compromise, a option to gather faster, which reduces the materials gain and some xp (similar to bulk) I.e. you chop the tree, but you just take what's easy to take (i.e. 30% less logs 50% less sap, as sap takes longer and is harder to collect)


IGN: Player. I usually think in longevity point of view.

 


#8 RISDMAC

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Posted 08 April 2014 - 19:36

If they can make enough "talents", then this would be a great idea, otherwise i got a compromise, a option to gather faster, which reduces the materials gain and some xp (similar to bulk) I.e. you chop the tree, but you just take what's easy to take (i.e. 30% less logs 50% less sap, as sap takes longer and is harder to collect)


The benefit in this proposed instance would outweigh the gain (for me at least)

The original idea I was trying to get across was rewarding gatherers/crafters for leveling a particular skill, similar to how levelers gain increased benefits as they levels.

This is not focused on getting rich quick but from the perspective that if I convert my (couple thousand) bronze to either ingots or bars, it will take approx 35 minutes per thousand (feel free to throw in the precise time here anyone)

The proposed 'talent' system could reduce the gather time or the conversion time (two separate talents) and skillers would feel rewarded with greater ease moving forward.

#9 RISDMAC

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Posted 16 April 2014 - 14:25

The proposed 'talent' system could reduce the gather time or the conversion time (two separate talents) and skillers would feel rewarded with greater ease moving forward.


In relation to converion (ore to bars/ingots, logs to timbers etc) I may have been oblivious to the bulk feature from the last patch - silly me.

The proposed talent could adjust the base number by adding one point, so if capped at a max 5 skill, would add 5 to the bulk meaning you could craft 10 per go on that particular skill...

Regardless of the actual skills introduced, would love to see customisable skill and profession trees :D

#10 Brioche

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Posted 17 April 2014 - 03:38

it will take approx 35 minutes per thousand (feel free to throw in the precise time here anyone)

 

 

If you're looking for precise times, it's

 

6 seconds per bar, 10 minutes per 100 bars

6.33 seconds per ingot, 10 minutes 33 seconds per 100 ingots

6 seconds per cloth, 10 minutes per 100 bars

4.33 seconds per crystal stone, 7 minutes 13.33 seconds per 100 stones

3 seconds per timber, 5 minutes per 100 timber

2.75 seconds per leather, 4 minutes 35 seconds per 100 leather

 

So it would be 1 hour 40 minutes for 1000 bars. Divide that by 5 to get 20 minutes if you plan to craft in bulk.


Edited by Brioche, 10 August 2017 - 04:34.


#11 Schantallas

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Posted 27 July 2017 - 14:50

+1 for this. I think that each profession could have its separate tree and skill gaining, and there should be a "2-path" on each tree, maybe regarding speed x productivity, or something like that, with special craftable recipes on the end of each tree maybe?




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