Just apply all the effects you are used to from "PvP for leveling spots", but take away the whole 'you can't get items/exp from low level mobs'. What happens?
Maybe this is what you want, but now you're 'one and a half steps' from BDO depending on what you believe will happen here. So, what's your call?
Nah, to me that's shitty design and why I was one of the only few who protested the fucking "chop every tree you see" change, back when Intrepid asked for feedback on it.
My preference for funneling is based on that. I want high lvl player to only fight other high lvl players for resources, mainly because they physically can't gather the same shit the low lvl players can.
And this is why I was trying to see if there's a way to keep that mechanic after the gathering change. And I do think that the additional gatherables thing could potentially work towards some sort of separation between low and high lvls, even if it doesn't physically separate them in the world.
And as for the pvp part, to me that's just the nature of an owpvp game. I just want to push that nature onto more experienced players, who have had time to make connections and have a much higher chance to get some support when they go out to gather high lvl mats.
Which would bring us directly back to the question of this thread. I would personally prefer to push people together, if they want to gather in highly hazardous locations. And, as I see it, most high lvl mats should be located in those hazardous locations. And as much as this is a meme at this point, if a high lvl gatherer (someone who put potentially hundreds of hours into the game) is against partying up to gather high value stuff - the game might not be for them. They're always free to go gather the basic stuff if they just want to hit rocks or trees, and the game should, in theory, support all 10k people doing that to the basic gatherables (as long as the players are spread out far enough).
Well, we can narrow it down to the point of me disagreeing with that VERY last part, but it is, as you say, very 'tuning dependent'.
I THINK we have reached a sorta-agreement on one point, and a clarity on difference in perspective in the other related point, so you can verify for me.
"We agree that with the current implied 'gather everything' system, it would be poor design to create conflict between high and low level gatherers and we MUST encourage the high level gatherers to move somewhere else by SOME means."
"We currently disagree on what is required to make that happen, in terms of actual resource availability and demand, partially because of perspective (you being PvP-primary and me being Econ-primary)."
Hopefully Ashes will pick the one they want and not make the other 'by mistake' somehow. I don't mind which it is, I have new TL data (very minor but confidence boosting).
So IF we continue and the above is right we can focus on one thing, and that is 'the line that leads BDO to where it is'.
People gather for no reason. Just because 'it's in the game to do it'. This leads to massive resource glut AND ridiculous situations where the game explicitly sets the gathering to be less worth your time than anything else, and then flips the whole thing. Remember that thing Mag said awhile back about how lifeskilling in BDO is a terrible way to make money?
That depends on whether or not the devs have made it good or bad this month.
Their solutions to this were:
"Have NPCs buy results." - What fun... they recently removed the competition from this too, because 'We understand it is frustrating for players to want to sell items to the NPC and then realize that someone else has filled the quota so we made the quota per-player!
"Increase the production from Workers which get items for you as long as you are online." - No one's gonna waste their time gathering during the times when gathering is a loss, so supply dries up, BUT they also have that 'price cap' so they had to create a steady supply wholesale (no, removing the price limits does not fix this, it causes hypervolatility)
"Reduce the usefulness of rare materials to prevent the constant bloodbath over their spawnpoints." - One of the problems with massive conflict over resources is that often, no one is actually GATHERING the resources, and often, the ones who are, hoard them just so others CAN'T have them.
But you can do the check yourself, any New World gathering/crafting video after month 2 will just detail the same things again.
(Also I'm obv cool to just end the conversation at 'Difference in Perspective' if you are, it's up to Intrepid anyway)