Post by Azherae on 2025-03-26 15:17:23
Ok, to cover my group as a whole, one more!
What aspects of the current gathering system do you like and dislike?
With the current form, the feeling of 'I want [__] so I go [__] or buy from someone who goes because I don't want to go' is weak and does not incentivize engagement, immersion, or even the will to log in to exist.
What makes a gatherable system fun for you?
It all comes down to the above, whether it be gatherables or mobs. It can't be directly progression though, because that runs out/gets warped/messes with incentives. It has to be 'progression within one's chosen path'. A good enough economy covers this though. Minigames that fit the mental model of the player who likes the craft often help, but aren't vital.
What kind of scenarios would you like to see encouraged through the system?
Paying attention to dynamic weather, and dungeon/POI delving to use special crafting stations. Open World.
Are there gatherable systems in other games that you enjoy?
Speaking primarily in MMORPG terms, this is the spot where the answer is personal (my group members will be poked to expand on their stuff for this only, now that I've written enough essays on the rest...
Personally I like almost all gathering systems because I think so abstractly, but if we're talking about Itemization as an integral part of gathering, then MineCraft is fine, BDO is usually at least okay but suffers when I want an actual incentive, FF11 is fine, except Chocobo Digging which is the best thing ever (but I do not need nor particularly want replicated anywhere). Throne and Liberty is getting there, I definitely have a few 'spots' in that game, especially because they are at the 'mildly dynamic weather' stage.
What about those mechanics do you find fun?
I want, therefore I go. If I want enough different things, the dynamism determines where I go, who I meet, the relationships I have with people who have similar interests.
In FF11 I knew the other high level chocobo diggers by name because we were always competing for the good zones, and whoever was most prepared for the weather and moonphase combination on that day would win out using various strategies.
Similarly, you could 'leave a zone to someone else' out of 'respect' knowing that while you COULD compete for the big ticket items, you didn't share the Artisanship skill that goes with the bulk of what you get for that zone, so you 'leave it to them' rather than both of you spending the same time for 'half the profit'. Or if you didn't like them you could do it anyway for 'spite' ofc.
It's hard for me personally to say what I find fun, but for the group feedback in case they don't touch this one, the first line is the important one.
Which of the upcoming gathering-related changes excites or intrigues you the most, and why?
It's hard to be excited about the installation of boilerplate experience, I think. No group members have expressed any meaningful interest beyond 'oh you mean they might stop doing it the utterly stupid way? Well, that's good'. The changes are moreso removing a pain point, but they don't, as of now, even raise the gathering to 'getting a passing grade'.
That's relative to the 'final exam' though, and it seems like y'all are still in 'week 2 of the semester', so for now, keep doing your best, we (mostly) believe in you!
What aspects of the current gathering system do you like and dislike?
With the current form, the feeling of 'I want [__] so I go [__] or buy from someone who goes because I don't want to go' is weak and does not incentivize engagement, immersion, or even the will to log in to exist.
What makes a gatherable system fun for you?
It all comes down to the above, whether it be gatherables or mobs. It can't be directly progression though, because that runs out/gets warped/messes with incentives. It has to be 'progression within one's chosen path'. A good enough economy covers this though. Minigames that fit the mental model of the player who likes the craft often help, but aren't vital.
What kind of scenarios would you like to see encouraged through the system?
Paying attention to dynamic weather, and dungeon/POI delving to use special crafting stations. Open World.
Are there gatherable systems in other games that you enjoy?
Speaking primarily in MMORPG terms, this is the spot where the answer is personal (my group members will be poked to expand on their stuff for this only, now that I've written enough essays on the rest...
Personally I like almost all gathering systems because I think so abstractly, but if we're talking about Itemization as an integral part of gathering, then MineCraft is fine, BDO is usually at least okay but suffers when I want an actual incentive, FF11 is fine, except Chocobo Digging which is the best thing ever (but I do not need nor particularly want replicated anywhere). Throne and Liberty is getting there, I definitely have a few 'spots' in that game, especially because they are at the 'mildly dynamic weather' stage.
What about those mechanics do you find fun?
I want, therefore I go. If I want enough different things, the dynamism determines where I go, who I meet, the relationships I have with people who have similar interests.
In FF11 I knew the other high level chocobo diggers by name because we were always competing for the good zones, and whoever was most prepared for the weather and moonphase combination on that day would win out using various strategies.
Similarly, you could 'leave a zone to someone else' out of 'respect' knowing that while you COULD compete for the big ticket items, you didn't share the Artisanship skill that goes with the bulk of what you get for that zone, so you 'leave it to them' rather than both of you spending the same time for 'half the profit'. Or if you didn't like them you could do it anyway for 'spite' ofc.
It's hard for me personally to say what I find fun, but for the group feedback in case they don't touch this one, the first line is the important one.
Which of the upcoming gathering-related changes excites or intrigues you the most, and why?
It's hard to be excited about the installation of boilerplate experience, I think. No group members have expressed any meaningful interest beyond 'oh you mean they might stop doing it the utterly stupid way? Well, that's good'. The changes are moreso removing a pain point, but they don't, as of now, even raise the gathering to 'getting a passing grade'.
That's relative to the 'final exam' though, and it seems like y'all are still in 'week 2 of the semester', so for now, keep doing your best, we (mostly) believe in you!