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Re: Crafting/Harvesting Crisis
Posted: Sun Oct 24, 2004 9:59 pm
by tetra
ctusk wrote:There is another problem - foraging is the most boring thing under the sun, even speaking of "Foragers" as if it is a profession one could have fun with is a joke
Every single forager I have met enjoyed it for the first 50 levels, stuck with it through the next 100 and is bored to death after 150 ...
It is pretty much an add-on profession that everyone needs to pick up in order to produce enough mats for the various crafters. And then - who wants to spend hours doing something tremendously boring so that someone else can level up ... hmmm.
I kind of agree with this. IMO it was generally a good thing that foraging leveled incredibly quick while letting you harvest well above your harvest level since it meant that you could spend a couple hours here and there on it and keep it at a high enough level to supply mats for the equipment that you blow through.
Re: Crafting/Harvesting Crisis
Posted: Sun Oct 24, 2004 10:04 pm
by jvani
ctusk wrote: And then - who wants to spend hours doing something tremendously boring so that someone else can level up ... hmmm.
Exactly!
Those who are stating that it *should* be a guild effort are forgetting a couple things. First of all, harvesting is mostly a solo sport and kind of tedious. It will tend to attract those who are the "crafter" sort anyway so they will want to put their hard-earned mats back into their own skill. Second, there is a difference between helping each other level melee where everyone gets experience and helping someone craft where all those mats go to improve only one person's character.
What is your guild going to do when this crafter you all have built up has a tiff with the guild leader and leaves for another guild OR decides that repeatedly making the same armor he made yesterday with maybe +5 more bonus and a different color is just not enough engaging content and he quits the game entirely?
-Jv
Re: Crafting/Harvesting Crisis
Posted: Mon Oct 25, 2004 9:03 am
by svayvti
Fighters and Mages exist to kill stuff, and get materials as a side bonus in theory. Foragers exist to pull out mats, and get nothing else as a side bonus.
If Fighters/Mages do get to good at quartering materials, then Foragers become pointless and die out.
For the record several crafters in my guild gave up foraging a long time ago, and some of the newer ones haven't even picked it up. They simply hunt for all of it anyways.
A lot of people became Foragers because they liked exploring. Only exploring the prime roots and other civilizations has been cut off for most practical foragers. Locking them out of a big part of the profession and most of their skill trees.
Is the elimination of foraging down to a trivial and redundant role what some of you really want to accomplish?
Re: Crafting/Harvesting Crisis
Posted: Mon Oct 25, 2004 10:20 am
by klonkk
The biggest probelm imo is the level-speed the different "classes" achive.
Even if your guildmates quarter all mats while fighting and give it to the crafter, and all the harvesters give their mats to the crafter, he won´t be able to keep the equipment level up to the fighter/mages level in the guild.
Especially Armor levels ... cause for every 10 levels a fighter makes a hvy armor crafter will have to do 60 (end of the day .. couple less wont matter in the short run ... you know the story
)
Re: Crafting/Harvesting Crisis
Posted: Mon Oct 25, 2004 11:18 am
by pcheez
svayvti wrote:Fighters and Mages exist to kill stuff, and get materials as a side bonus in theory. Foragers exist to pull out mats, and get nothing else as a side bonus.
If Fighters/Mages do get to good at quartering materials, then Foragers become pointless and die out.
For the record several crafters in my guild gave up foraging a long time ago, and some of the newer ones haven't even picked it up. They simply hunt for all of it anyways.
A lot of people became Foragers because they liked exploring. Only exploring the prime roots and other civilizations has been cut off for most practical foragers. Locking them out of a big part of the profession and most of their skill trees.
Is the elimination of foraging down to a trivial and redundant role what some of you really want to accomplish?
Not gonna happen....
Most of the high lvl players require equipment made of excellent and supreme mats, which are only dropped by the big bosses which take a large team ,and its very time consuming. Harvesters however can pull approx 60 /hour of foraging....
Re: Crafting/Harvesting Crisis
Posted: Mon Oct 25, 2004 11:37 am
by drcole22
Just invest in being able to do everything!
I fight, craft and forage (just starting magic)
Lvl 49 melee fight, 51 armour and melee weap craft, 57 forage.
This way, when people from the guild are on, i can join them for a hunt or two, but when i'm on line at 6am (!!) and i'm all alone, i can forage all i like.
Got to say, this game is great!
Re: Crafting/Harvesting Crisis
Posted: Mon Oct 25, 2004 11:56 am
by shrike
svayvti wrote:Fighters and Mages exist to kill stuff, and get materials as a side bonus in theory. Foragers exist to pull out mats, and get nothing else as a side bonus.
If Fighters/Mages do get to good at quartering materials, then Foragers become pointless and die out.
For the record several crafters in my guild gave up foraging a long time ago, and some of the newer ones haven't even picked it up. They simply hunt for all of it anyways.
A lot of people became Foragers because they liked exploring. Only exploring the prime roots and other civilizations has been cut off for most practical foragers. Locking them out of a big part of the profession and most of their skill trees.
Is the elimination of foraging down to a trivial and redundant role what some of you really want to accomplish?
And foraging exists to prospect. Getting mats is only a side bonus...
Also, when you look at the stats it's pretty obvious that the devs originally meant the let mob & harvested mats to coexist with each other. For example, there exist no mobmats with damageboni and there exist no foraged mats with speedboni. Similar, there exist no mobmats with casting speed boni, nor are there foraged mats with spell power boni. And so on....
This alone pretty much guarantees that foragers will never die out. Even if you could get the same qual mats from both professions you would need a mix of quartered and foraged mats to make the best stuff.
Also, at lvls 1-50 you pretty much have balance between mob & foraged mats qualitywise, and guess what - foraged mats are still in high demand there.
You keep saying that people want to nerf foraging because of "lvl envy", but it seems to me the only person who has this is you. Your motto seems to be "I want to keep my advantages, no matter how overpowered an imbalances they are."
Re: Crafting/Harvesting Crisis
Posted: Mon Oct 25, 2004 8:03 pm
by svayvti
Look at mage/fighter stanzas... how many have to do with gathering materials? Everything about a fighter/mage has to do with killing.
in comparison how many forager materials have to do with gathering materials? What about a forager has to do with anything other than pulling materials out of the ground? (Extraction fyi)
Shrike, you are obviously very concerned with what levels other people are.. so much you even seem to have an assumption of what mine is. Your argument is silly. Those of us who are higher level already have the advantage, it is people like you insanely trying to keep other people from sharing it. Nerfing now prevents new foragers from possibly keeping up.
As much as you'd like them to, Nevrax isn't going to take my forage levels away. All your desire to nerf would accomplish is taking the chance away for any newbie to keep up with me. So determined to spend so much time in these forums when it isn't even your community?
Re: Crafting/Harvesting Crisis
Posted: Mon Oct 25, 2004 8:39 pm
by jesder
pcheez wrote:Not gonna happen....
Most of the high lvl players require equipment made of excellent and supreme mats, which are only dropped by the big bosses which take a large team ,and its very time consuming. Harvesters however can pull approx 60 /hour of foraging....
Gonna pick on this a bit ..
that 9000 mats is just grinding mats. You only need the good stuff for items that you want people to use. Harvesters and fighters (killing named MOBs) should be able to supply this without a problem, however crafters need way too many grinding mats (basic or fine) to be able to keep up with the fighters needs. Harvesting Excellent and Supreme mats is not easy. You have very limited times of day when they can be gathered. Since most of the mats of the Q are in the PrimeRoots, it makes it even harder to get what you want/need. Really, harvesters have issues doing their job. However this is not really a bad thing. What should happen is the mobs dropping mats excellent and above need to be limited to spawning for short periods of time like the mat sources of this type. This would make items made from these classes rare like they should be and the general focus would shift back to choice mats (as it should be).
The lvl problem with harvesters ... Harvesters were leveling way to fast, however they still were not able to do their job. This has NOTHING to do with lvl and everything to do with the quantity of mats gathered. In order to pull a decent number of mats, havesters need to be much higher level than what is really needed as far as quality of the mats.
Lets put it this way .. at lvl 90ish .. If I want Qty of mats I normally can pull ~ 150 mats an hour of Q100. This is just not enough to level a crafter.
BTW .. a vast majority of my levels have been done WITHOUT mat spec. If I was concerned about XP I would be around 120 rightnow.
Re: Crafting/Harvesting Crisis
Posted: Mon Oct 25, 2004 8:56 pm
by lyrah68
larsa wrote:Well, I don't know why your guild mate needs so many materials for a level. Granted, I'm a much lower crafter (making qual. 40 items) and need about 100 to 160 materials per level making magician staffs (20 materials needed for a staff).
Are you sure the calculation is correct? Does your guildmate craft level adequate items or does he level with materials far lower than what he could do?
The MAIN trouble is that before a certain level...you can grind to your hearts content on STORE bought mats...Guess what...
After that MAGIC level...you have to quarter OR forage for EVERY material you need.
Couple THAT info with the fact...at least in Fyros mainland...that EVERY material node is a LONG LONG way from every OTHER materials node and a four hours needed to make ONE choice only Q 20 full suit of LIGHT armor becomes two, three or even FOUR times as much time.
THEN couple that with decay rates after a certain level, which effective TRIPLE your demand on the crafters. AND...it gets hard to meet demand, AND to level.
I am not to that "magic level" yet, but I am on the mainland and can say...without a DOUBT that foraging is a WHOLE NEW world on the mainland.
Something does need to be done. I would suggest grouping of material nodes similar to the newb islands (in Fyros newblands you could run between TWO cities and make a FULL suit of armor, or two OTHER cities and make choice Q 20 top damage/speed weapons. So far...four days into mainland, I have FIVE nodes marked.) Fixing tracking would help, with lag, tracking is a frustrating NIGHTMARE.