Page 3 of 3

Re: Harvester Overhaul

Posted: Wed Oct 27, 2004 4:33 am
by oddie
korin77 wrote:Hey oddie, are you the same oddie from DW?(DreamWalkers Nation) ?
nope, sorry i am not the one..........

Re: Harvester Overhaul

Posted: Thu Nov 04, 2004 6:37 am
by svayvti
Don't know if these threads make a difference, but at least one can point things out and hope. Thought I'd update this for the current patch and Cerest's notice.

The new sound effects and prospecting angle graphic are nice.

There is no longer a conflict of interest between power leveling and supplying crafters. Foragers just can't level a main skill at any decent rate at all, or supply crafters reasonably at all. So it is a perverse form of equal. Furthermore with raw mats going up to q250 as some are reporting, the demand for foraged basic/fine mats should go way down.

I'm not going to bother explaining what is wrong with patch 1. The very few who don't understand won't come out of their dream world long enough to understand.

Now on to the changes in the upcoming patch, given I haven't seen them hit test yet.
[Major changes]
- All extractions give bigger quantities than previously.
This will help a lot with supplying crafters.
- In order to reduce down time, the focus used in an extraction session regenerates immediately at the end of the seesion. It is still important to manage your focus during long foraging sessions and to choose your actions carefuly. Focus consumed in prospecting and crafting are not regenerated at the end of extraction sessions. Focus consumed in this way regenerates over time in the same way as hit points, sap or stamina.
This seems rather silly. Why not just change the focus credits to something reasonable? This way will still create hell levels when someone has to jump from -24 focus credit to -64 focus credit and suddenly needs a LOT more focus. It downplays focus regen a lot in favor of simply huge focus pools. Something I don't get, but I guess whatever. It could work. Is this the new vision of foraging? Guess we'll see when it hits test, but this way seems harder to balance.
- The XP gained from prospecting and curative forage actions has been balanced against the XP gained from extraction actions. The XP is now shared out evenly between the extractor, source healers and prospector.
They're actually not badly balanced already. The problem is that you only dilute the amount of exp gained. Forage teaming generates less exp/unit time, its less important that care plans or prospecting themselves give less exp than extracting. Foraging teams need a boost to exp just like combat teams get.
- The gentle extracting stanzas are now noticeably more gentle than the harmful ones.
It took a LOT of work to notice the difference right. Keep in mind that gentle extraction currently has to be 3x as good, because that is the SP it costs. Gentle foraging still desperately needs to be seperated from harmful foraging as a requirement in the skill tree. Then you at least only need to make it twice as good as harmful (approximately).
[Minor changes]
- The quantity or quality drops that used to occur frequently ("hard luck, you failed/spoiled...") now no longer occurs unless the extractor's level is significantly lower than the level of material that they're trying to extract.

- Explosions and other such disasters now only occur if extractors continue to use extracting actions when the indicator bars get dangerously low. It was previously possible for a source in the critical zone to 'topple' into a disaster without provocation.
Well I wouldn't call these minor and by previously you mean in today's patch. Never before today could I sit down during an extraction and watch the stability and health bars continue to decline. These will be critical fixes.

Still a long ways to go and there really needs to be a goal or a vision to start with and work towards. The patches to foraging don't give anyone I've heard of any faith that there is one anymore.

Re: Harvester Overhaul

Posted: Thu Nov 04, 2004 6:54 am
by tetra
svayvti wrote:lots of stuff
Completely agree with just about everything in there, especially the bit about the stupidly large jumps in focus credit bricks and the silly need to pickup aggressive extraction/rate/speed stanzas before you can pickup the same thing in gentle.

Things to add... How the hell is 10 credits every 10 levels somehow less expensive than 20 credits every 50 levels? What kind of hooked on phonics no child left behind math do you need to use for that to work out?

Re: Harvester Overhaul

Posted: Thu Nov 04, 2004 9:37 am
by shrike
svayvti wrote:...
This seems rather silly. Why not just change the focus credits to something reasonable? This way will still create hell levels when someone has to jump from -24 focus credit to -64 focus credit and suddenly needs a LOT more focus. It downplays focus regen a lot in favor of simply huge focus pools. Something I don't get, but I guess whatever. It could work. Is this the new vision of foraging? Guess we'll see when it hits test, but this way seems harder to balance....
Holy s***! I am actually *agreeing* with svayvti on something. Anyone got news of a fiery comet closing in on earth or has seen 4 strange riders lately?

Generally lowering the credit costs slightly and introducing a wider range of focus credits would be a better move IMO as well. I can currently (with lvl 178) pull 6-8 mats per minute alone. If I could do this without downtime (focus reg and selfheal will easily cover the prospectiong costs) that would be 300-400 mats/hour. With the current rates - they plan to increase those as well. "Crafters need more mats" nice and fine, but that's a little excessive I think.

Re: Harvester Overhaul

Posted: Fri Nov 05, 2004 1:29 am
by svayvti
Foraging is doing much, much better now.

Frankly I think the focus replenishment is a bit cheap. It makes for non-stop, non-thinking foraging. It also makes the SP needed for more focus crazy when you have to break into a new focus credit range.

I think focus should still be trained for all actions, it should simply be the focus credits which are changed. Credits for other actions don't go in exponential powers of 2... its just too expensive. Its a bad idea for foraging as well.

Terrian and material extraction specs seem rather worthless to me now. Wish means a good deal more added onto the huge heap of now worthless forage stanzas. Doing more damage than fixing to the forage skill tree.

Please listen to the last many months of focus beta testers and return material sources to what they once were. Making material prospecting and item propsecting useful again instead of redundant.

Please consider some bonus to quality and/or quantity for terrain and material extractions specialties.

I also think opening up some kind of travel between continents is going to be essential to foragers. You can't say that 250 isn't high level anymore, so how about it? How about giving the common person access to all their skill trees?

A worthwhile goal for after level 100 when you have access to ambassador missions.