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Re: Changing Source Mode: Fairplay or Exploit?

Posted: Tue Oct 26, 2004 7:48 pm
by daleknd
I am less concerned about the source mode issue than about other parts of the economy at this point.

Taking away the ability to see and change source mode is probably a good design decision. This has never been an exploit. Anyone saying so doesn't know what an exploit is. It is, however, probably a questionalbe design decision and most likely not working as intended.

This change by itself must reduce production somewhat. It will still be possible to forage successfully, however.

The change so that you cannot just take two steps back and negate the gas threat, is obviously a good one. I have been asking for that change since day one. Again, however, right or wrong, the effect of the change will be to slightly reduce production.

What MUST change is to greatly reduce item decay. Without that, any amount of production from forageres and crafters will jsut be a drop in the bucket compared to player demand. Crafting for strangers rather than for your immediate circle of friends already seems far too uncommon to me.

Dalwin
humble forager of the Fyros

Re: Changing Source Mode: Fairplay or Exploit?

Posted: Tue Oct 26, 2004 7:48 pm
by jesder
korin77 wrote:I have 1500 hp, 1700 if I get a suit of HP armor.

Blah Blah Blah ... So like you, all lvl75-80 foragers should have the backup HP provided from 100+ fighting skill ?

Lets remove all indicators (all art will now be the same, no more con) on MOBs that show their level and see how well you can do as a fighter. You can still see their HP bar so you shouldnt have a problem.

Really the rest of your post was good but if that was the way harvesters were designed to be played, then why do we have so many other skills?

Re: Changing Source Mode: Fairplay or Exploit?

Posted: Tue Oct 26, 2004 7:57 pm
by daleknd
jesder wrote:Blah Blah Blah ... So like you, all lvl75-80 foragers should have the backup HP provided from 100+ fighting skill ?

Lets remove all indicators (all art will now be the same, no more con) on MOBs that show their level and see how well you can do as a fighter. You can still see their HP bar so you shouldnt have a problem.

Really the rest of your post was good but if that was the way harvesters were designed to be played, then why do we have so many other skills?
Even removing the con indicator on mobs would not be a good analogy. Once you have faced a single scowling Gingo, the rest are all the same. It is only the first of a breed tht is uncertain. The parallel between mobs and recource nodes just doesn't hold up on so many levels.

Dalwin
humble forager of the Fyros

Re: Changing Source Mode: Fairplay or Exploit?

Posted: Tue Oct 26, 2004 8:01 pm
by korin77
Well if we are going with the same analogy, then the con would equal the source level. You know your risks when you forage a certain source level. Certainly it is very hard for someone with a high level forage to die from a mere ql 50 source. My life bar would be similar to the source's life bar, I have to watch it to make sure I don't blow it up. I am not asking for lvl 100+ fighting skill at lvl 70 forage but I am saying if you don't have enough HP, you shouldn't be foraging those ql 250 sources. A fighter does not go and fight a monster way higher level than he is, and you should not be foraging a source way higher than you. The fact that you can is an inbalance in itself and why this system needs to be fixed.

Re: Changing Source Mode: Fairplay or Exploit?

Posted: Tue Oct 26, 2004 8:08 pm
by euwest
daleknd wrote:Even removing the con indicator on mobs would not be a good analogy. Once you have faced a single scowling Gingo, the rest are all the same. It is only the first of a breed tht is uncertain. The parallel between mobs and recource nodes just doesn't hold up on so many levels.

Dalwin
humble forager of the Fyros
i think what he meant was take away their names, their conning system, and draw them all as 5x5 ft cubes. or little bunny rabbits. or ronald macdonald clones...

wow, that ronald hit me for 100, and THAT ronald hit me for 1000...

see the problem?

Re: Changing Source Mode: Fairplay or Exploit?

Posted: Tue Oct 26, 2004 8:12 pm
by kahuna
well, it doesn't take that much outside your level... i'm currently 66 forage, and harvesting q100 with agressive actions (because 100 gentle ain't kicked in yet). I regularly get hit with explosions of 300-500, which are enough to kill me if I get more than one per source and don't self-heal in time.

I don't know if it's an exploit or not, but i'll do whatever i need to at this point to survive long enough and get enough materials to keep my crafting customers happy.

Quahooneh - Fyros Forager

Re: Changing Source Mode: Fairplay or Exploit?

Posted: Tue Oct 26, 2004 9:18 pm
by svayvti
I don't think the exploit is well known, but there is an exploit to make the mode go to what you want it to. Not only is it cheating, but it takes the fun right out IMO.

I think removing the source mode is just fine of a fix, I just wish the explosion damage would be really tuned down.

I also think with the changes to extraction-gas clouds coming a hard look at the placement of some resource nodes next to objects you can't clip up to needs to be fixed.

Re: Changing Source Mode: Fairplay or Exploit?

Posted: Tue Oct 26, 2004 9:32 pm
by kahuna
svayvti wrote:I don't think the exploit is well known, but there is an exploit to make the mode go to what you want it to. Not only is it cheating, but it takes the fun right out IMO.

I think removing the source mode is just fine of a fix, I just wish the explosion damage would be really tuned down.

I also think with the changes to extraction-gas clouds coming a hard look at the placement of some resource nodes next to objects you can't clip up to needs to be fixed.
i'd agree that being able to change the mode to what you want should be considered an exploit. re-starting the extraction until you get the one you want isn't quite as bad.

i don't care if this particular thing is one way or the other. it makes a little more sense that the mode of a particular source shouldn't change like this... i'd like to still see the mode so i know how careful i have to be, but if it doesn't change, that's OK.

My main concern is that it's hard enough to get enough materials to support demand as it is... especially with equipment decay the way it is. I can only get enough materials in the time that I have to be in-game to do MAYBE one or two weapons a day... if I'm even more restricted as to how many materials i can get without having my knees blown off, it'll be even tougher.

Quahooneh - Fyros forager

Re: Changing Source Mode: Fairplay or Exploit?

Posted: Tue Oct 26, 2004 9:42 pm
by svayvti
kahuna wrote:My main concern is that it's hard enough to get enough materials to support demand as it is... especially with equipment decay the way it is. I can only get enough materials in the time that I have to be in-game to do MAYBE one or two weapons a day... if I'm even more restricted as to how many materials i can get without having my knees blown off, it'll be even tougher.
I agree, and the fix needs to come soon and in other areas. Regardless, the exploit still needs to be closed before too many people do know how to do it.

Re: Changing Source Mode: Fairplay or Exploit?

Posted: Tue Oct 26, 2004 9:57 pm
by korin77
The question is, what are you crafting for? If you are crafting for your guild, then your guild should be responsible to fill your supply. If they are not, then they are too busy leveling and should be foraging for mats. if even one person harvested their own materials everytime they needed equipment, that would be enough to keep you supplied. That is not that hard to do. So the problem is really too many fighters in the guild aren't harvesting like they should be.

Some argue that the job of fighters isn't to harvest but to fight and guard harvesters. But how many true dedicated harvesters are there in guilds? Do you really need guarding in some cases for certain mats?

Quartered mats do not serve any purpose but helping you level. Withe exception of named mobs which can be camped. That doesn't help much for the supply of people who always craft as best as they can get.

Are you crafting for yourself so you can make cash? If the latter, there are much easier and more profitable ways to make money through crafting and it requires almost very little effort.