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We've got a special treat for our readers with today's publication of an exclusive developer diary from the Crowfall and Thomas Blixtev Blair. In it, Thomas discusses the ins and outs of harvesting, resource and node fundamentals and much, much more. What are you waiting for!?
Comments
I'm imagining someone harvesting and a thief lurking, only to simply quickly run over resources and disappear without having to risk anything to snatch it.
¯\_(ツ)_/¯
You've been writing the same post for almost a year now.
There are some answers for you in this thread:
http://massivelyop.com/2016/01/26/listen-to-crowfalls-devs-discuss-crafting-scenarios/
The resources are for objectives, weapons, and armor. AFAIK, the castles and keeps are more for show and social interaction (guilds, events, tourneys, etc). Was there an article that said that people would need to gather materials to build these structures? Not saying they didn't, only that I haven't seen word on that side of crafting.
Also keep in mind that 1) everyone gets an EK, and 2) you don't need to use it (and as a result, don't need a castle or keep) to play the core game.
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Really not the way it works at all.
Have you read much about CF? Those buildings are for the Eternal Kingdoms. Even if they weren't, if you want to bring a $4,000 asset (real life $) into a CW for me and the rest of -W- to burn down, be my guest.
Can we buy VIP with Gold Dust or the coins made from it?
Will Gold Dust be a crafting component?
Really looking forward to getting this system in game to test!
If we start with The Dregs -- where the best resources are located;
How will we be able to harvest to top tier resources when the game starts?
Or will we all be waiting for 9-12 months after the game starts to begin seeing top level resources in game?
I suppose even if we could harvest the top level resources they would be useless until crafters skill up -- which will also be taking 9-12 months?
This doesn't have to be a bad thing.
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Agree. I think it would be appropriate.
All the more reason to harvest in groups- so thieves will be hard pressed to actually steal anything
In Archeage when you wanted to strike a blow against a rival guild you'd typically steal their packs while they were trying to turn them in for money/resources. You had to pick that junk up, strap it to your back and became encumbered with the load. It means stealing was more than just stealing, you had to actually get away with it.
¯\_(ツ)_/¯
- RPG Quiz - can you get all 25 right?
- FPS Quiz - how well do you know your shooters?
¯\_(ツ)_/¯
My only reservation would be making nodes impossible to harvest without more than X players, and would prefer they kept it within the realm of possibility even if it is not especially practical (e.g. 1 player = 1 hour, 2 players = 15 minutes, 3 players = 5 minutes, 4 players = 2 minutes, etc.).
Would also be good to see 'motherlodes' (and other large / rare nodes) have more than 4 'break points' so they can be harvested for longer periods, and possibly by multiple groups (e.g. a motherlode could 'break' 20 times and contain enough ore to fill 20 caravans, so multiple trips, possibly by multiple groups, would be required to deplete it).