Sources moved?

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vurumai
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Re: Sources moved?

Post by vurumai »

aye - static locations - below q200.

but 250 zones - dynamic - and this would present a worthy challenge, for so called "master foragers"
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dakhound
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Re: Sources moved?

Post by dakhound »

vurumai wrote:aye - static locations - below q200.

but 250 zones - dynamic - and this would present a worthy challenge, for so called "master foragers"
the mobs move enough as it is in PR, not much need for this ;)
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iphdrunk
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Re: Sources moved?

Post by iphdrunk »

blaah wrote: (yeah, it might be funny for dynamic sources, but fun does not last long when you digging mats for your craft lvl's)
Agreed. There are balance issues to be taken into account. I don't have a clear opinion on this feature: on the one hand, I would love it, refreshing the harvesting skills and new mapping tasks... but on the other, when you are a high level crafter, managing your inventories, counting the proportions, etc. it is already sad that you can rarely find the mats you need at the merchants, and that in consequence, you have to dig (and the order of magnitudes are usually in the hundreds of mats, or "bags") "grind" mats e.g.: you just need to dig 400 fiber to craft the 500 points and the 500 shafts you managed to gather.

In those cases, I appreciate being able to go to a "safe", "known", "plentiful" spot (buo fiber in sap slaves GoC, seed&amber in Void, Corridor, etc.) and craft.

But I don't agree it should be restricted e.g. to only q250 zones, first, for the same reasons I just mentioned and second, I mostly like the idea that Ryzom is basically the same "scaled up or down". This has drawbacks, some players state that after lvl 150 you are just a more powerful copy of yourself.

As it's been suggested before, a nice mechanism would be to add randomness (in season, weather, and position) for supreme mats, and avoid the post-patch/boot/season-rush, but leaving grind mats available.
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michielb
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Re: Sources moved?

Post by michielb »

vurumai wrote:aye - static locations - below q200.

but 250 zones - dynamic - and this would present a worthy challenge, for so called "master foragers"

Lets not please it's enough of a pain to level my crafting without having to wander around in heavy aggro zones looking for those much needed mats...
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xolghost
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Re: Sources moved?

Post by xolghost »

How about:
basic & fine (which are universal anyway) remain static, while choice, exc. and sup. begin to change spots, range depending on their quality? Thus, grindmat were always available, while real craftmat had to be sought (a little..). Just an additional thought...
As it appears atm, it's a bug anyway and sources will be put back to where they built there homes in beta already ;)
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arfindel
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Re: Sources moved?

Post by arfindel »

Depends how we define dynamic sources locations.
If the dynamics respects a pattern of say 2-4 years then ok, it's just a bit more challenge.

But if it's about a constant dynamics, then it has other consequences, not wanted I imagine, about the community. The old digging masters are taking people who enjoy digging to the spots they know are good, also teach them to sneak there, teach them to find pathes in the aggro, where to run through, when to have just patience, when to come in winter and when avoid winter and so on. This creates deep relations between players. The guy who first taught you where and how to dig will always be a dear memory, and a certain link will connect you whether you are in same guild, opposites or even enemy.

The time for teaching newbies who like digging is also a time for sharing lore and stories about the game. And for the veteran is also pure game content. The newbies are bringing real content without devs needing to do anything.

If the veteran digger is put on the same step as the grinding digger who just dug same spot ad nauseam this will have real negative consequences over the entire community in the long run.
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ydyp1978
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Re: Sources moved?

Post by ydyp1978 »

arfindel wrote:Depends how we define dynamic sources locations.
If the dynamics respects a pattern of say 2-4 years then ok, it's just a bit more challenge.

But if it's about a constant dynamics, then it has other consequences, not wanted I imagine, about the community. The old digging masters are taking people who enjoy digging to the spots they know are good, also teach them to sneak there, teach them to find pathes in the aggro, where to run through, when to have just patience, when to come in winter and when avoid winter and so on. This creates deep relations between players. The guy who first taught you where and how to dig will always be a dear memory, and a certain link will connect you whether you are in same guild, opposites or even enemy.

The time for teaching newbies who like digging is also a time for sharing lore and stories about the game. And for the veteran is also pure game content. The newbies are bringing real content without devs needing to do anything.

If the veteran digger is put on the same step as the grinding digger who just dug same spot ad nauseam this will have real negative consequences over the entire community in the long run.
That is excactly with what I mean, you don't need tracking and finding the resources now is just laughable at. High level diggers just show you where you have to go.

They don't learn you how to find a spot and how to get to it safely, wich in my eyes is a more deepforming social contact then just bringing the newbie to a spot say this is a good spot for said mats in that time. I find it more exiting when a digmaster would tell me, now put on the tracking and run around a bit and see how it works. And it gets harder once you encounter a pretty aggro zone where you have to dodge the aggros and still have to try to get closer to your spot.
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rothimar
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Re: Sources moved?

Post by rothimar »

I'm not sure if I like this idea or not... lol
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rushin
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Re: Sources moved?

Post by rushin »

As we are in the realms of dreams now rushin would really enjoy..

A new digging area, possibly linked to the kitin lair. It would work in much the same way as the old lands with all eco-system diggers able to dig. Extremely aggro area, preferably with KP’s, dynamic nodes, maybe when an area is depleted another node springs up somewhere else. Blaah’s idea from last week of choice mats with a % chance of getting an exc or sup was nice.

So many nice things to keep us old diggers on our toes and entertained. Those who don’t want a challenge can stick to their normal digging area’s, the rest can have a bit of excitement injected back into wielding our mighty picks :)
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rothimar
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Re: Sources moved?

Post by rothimar »

Well, one effect that one may notice is the spike in prices of materials that will result from less productive harvesting. Good for diggers... bad for crafters... expensive for consumers of crafted products. Part of the "balance" one must consider. :)
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