Post by Azherae on 2022-11-11 16:21:33
Ah, the search for priors. Spawned from the Land Management thread since I was trying to argue there that 'there's no way that the game is going to be full of easy-access solo gatherables anyway'.
What percentage of gatherable nodes would you consider acceptable to be placed such that it is a group activity due to threat level around them?
Gathering is, for many players, a solo time-passing concept. But the design of Ashes almost automatically seems to go against this at some point. Somewhere in the progression of this system, players will need to put themselves in danger, possibly considerable danger, from the environment, in order to get good materials.
How much is okay with you? Percentages I guess.
A secondary question for those who feel positive toward it. If the respawn rate of the 'solo gatherables' is lower, this will make it non-optimal after a certain amount of players. I would assume some subset of those players would 'look around, notice that they are trying to outgather someone else, and just consider grouping up with that person to go gather someplace more dangerous'. Are you in that subset?
I ask this because in my opinion, any game that offers too many quick-respawn gathering nodes near a relatively safe area is going to run into a bunch of problems, but if the majority of players would reject a game that doesn't offer this 'constant stream of easy gathering', then the problem the devs face is 'how to balance that without making gathering dangerous/group based'.
What percentage of gatherable nodes would you consider acceptable to be placed such that it is a group activity due to threat level around them?
Gathering is, for many players, a solo time-passing concept. But the design of Ashes almost automatically seems to go against this at some point. Somewhere in the progression of this system, players will need to put themselves in danger, possibly considerable danger, from the environment, in order to get good materials.
How much is okay with you? Percentages I guess.
A secondary question for those who feel positive toward it. If the respawn rate of the 'solo gatherables' is lower, this will make it non-optimal after a certain amount of players. I would assume some subset of those players would 'look around, notice that they are trying to outgather someone else, and just consider grouping up with that person to go gather someplace more dangerous'. Are you in that subset?
I ask this because in my opinion, any game that offers too many quick-respawn gathering nodes near a relatively safe area is going to run into a bunch of problems, but if the majority of players would reject a game that doesn't offer this 'constant stream of easy gathering', then the problem the devs face is 'how to balance that without making gathering dangerous/group based'.