New Worlds Gathering/Crafting system is "S Tier" and should be replicated.

Post by AmericanSpy on 2022-09-11 23:48:08

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Post by Ludullu on 2022-09-11 23:57:08

I agree with all of those except for "everything is farmable". I agree with Intrepid's stance on rare/scarce resources.

But just a question for you. You've played a ton of mmos. How many of them you've played for hundreds or thousands of hours? And could it be that you liked the surface lvl of NW's systems (due to you not leveling it to the max) and didn't get to a point where you might've disliked the endgame gameplay of it? And could it be that all those other mmos whose systems you didn't like were the ones that you might've played for much longer and got way deeper into?

Post by Sapiverenus on 2022-09-12 02:07:35

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Post by LordPax on 2022-09-12 21:01:38

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Post by Ludullu on 2022-09-12 21:08:59

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Not if my feedback for keeping resources limited is louder and more abundant!!

Post by akabear on 2022-09-12 21:16:35

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Post by WHIT3ROS3 on 2022-09-13 00:22:51

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Post by Ludullu on 2022-09-13 00:31:14

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As far as I know ships were built with the longest possible pieces of wood, so only the tallest trees would apply, which to me sounds like a "special" tree that needs to be chopped and not a random trash tree that gives you plain wood.
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Caravans and buildings are supposed to be super sturdy and furniture luxurious-looking or race-specialized. Both of those sound like they'd require special kinds of trees.
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And all the stuff will be lost in caravan/ship attacks and sieges. But none of it requires me to have 10k plain wood instead of 100 specialized one.

Post by Sathrago on 2022-09-13 00:35:49

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Post by WHIT3ROS3 on 2022-09-13 00:57:03

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Post by Ludullu on 2022-09-13 01:00:13

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It brings an imbalance to the overall system of gathering. Or it would make Intrepid overpopulate regions with other t1 resources to keep up with the trees.

A tree should give a fair bit of wood cause it's a whole fucking tree. While a single flower is still just a flower. And a single rabbit hide is still just a small piece of rabbit. The same applies to small rock formations.

You could have any of those things be abundant in a few locations, but only rocks could come anywhere near the trees' volume and even then it should require a ton more work to farm an equally-valuable amount of rocks than it would be to cut down some trees. And unless you have exactly as many mines as you have forests or you limit tree respawn - trees would still be more abundant than rocks, let alone ores.

And due to how the gathering system is designed in Ashes, a lumberjack will most likely not be able to mine rocks as efficiently. The alternative could be to let literally everyone to gather t1 resources, but at that point you'd really have to make them all equally valuable and equally abundant.

And if you have 10k people farming overly abundant resources - there's no scarcity. You'll just have recipes that require thousands of basic resources for just one thing, because there'll always be thousands of those resources on the market. And iirc people complained that once players stopped farming the t1 stuff (mainly to level up their gathering faster afaik) - all those recipes that required insane amounts of t1 things became super annoying and tedious.

Having all resources scarce right from the get-go not only shows new players what the endgame gameplay loop will look like, but also introduces them to pvp for resources from the very start too. And it removes the "I need to get several hundred wood to make a sword and shield" situations from the game, which imo would discourage new players from farming things.

Post by Ludullu on 2022-09-13 01:11:19

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And let it take 10k+ wood. And it'll be super costly which will make owners of the ship think twice before going out to sea in it. While in a "every tree is choppable" 10k wood will be literally nothing, because that can be farmed by one guild within a few hours, if that.

And if you can make the priciest most valuable piece of "gear" in that short of a time - there's no real risk in losing it.

Post by WHIT3ROS3 on 2022-09-13 01:13:36

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Post by Sathrago on 2022-09-13 01:15:15

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Post by Dygz on 2022-09-13 01:37:28

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Post by Ludullu on 2022-09-13 01:48:26

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Checked out this video
https://www.youtube.com/watch?v=YI_XidiFI1o

The very first thing I see is this
5ivlf2qcwivw.png

I finish the video and go into the comments and see this
a6juhlu5za9d.png

Yeaaaah... Sounds like an amazing and appealing system.

I was the guild's crafter in L2 for several years back when I was still playing it. I was crafting things for, sometimes, over a hundred people. I never needed spreadsheets and the whole process wasn't tedious. And what's the most important in this context is that I often bought low tier resources from casual players. Especially from lower lvled ones.

You know why I could do that? Because the resource requirement wasn't in the hundreds per item and resource acquisition was somewhat hard even for specialized gatherers. But if you were just a random player farming your own stuff and was lucky enough to drop a few rarer resources - you could always sell them for a good price.

And L2 had resource sinks both in the form of 60% chance of a successful craft on any given gear piece and a 30-40% chance to completely destroy an item during overenchanting, so those resources kept their value throughout multiple game updates.

And Ashes will have even better value generation because you'll need mats for repairs, OE will burn items (at least in the current design), caravans sink mats if destroyed, sieges will most likely be huge sinks and mats move hands through pvp. And with scarce resources all of that will be that much more valuable and even a casual gatherer will be able to sell a bit of their farmed wood for a nice price even if they don't farm for days to do so.

Post by Sathrago on 2022-09-13 01:54:24

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