Harvester Overhaul
Posted: Tue Oct 05, 2004 9:14 pm
This game has needed a harvester overhaul since I first saw it in beta 3. Despite that the role of a harvester has always really appealed to me since I like to be an explorer in games and usually get penalized in MMOs because its less time doing the "exp grind".
Things that don't work:
Do not turn Ryzom into another powergamer-campfest. First eliminate the hourly portion of "at the moment" sources. Do not turn this into a game of camping for the uber player. Casual players must have a chance that doesn't require them to sit at one spot for hours doing nothing to get that "uber" item. Change hour into day/night. Time/weather settings should also change what material is available, and never determine if something is available at all. The best materials should challenge a harvester's skill, not their patience.
In regards to the "tankHP" problem, reduce the frequency of explosions and damage for lower grade (basic/fine) materials. Keep it high for choice and higher, and set wrath of the kami for excellent or higher materials.
To fix the supply problem, change the base amount of materials harvesters pull out to be competitive. 4 material pulls from the start of learning harvesting. Realistically there is a quantity vs quality issue when gathering raw materials. Make Ryzom reflect this by having each quality upgrade reduce the amount of material you can get with a pull. Then increasing speed and time will compensate to keep the quantity of materials instead.
Gentle and Harmful should be very different styles of harvester. Make them totally seperate and remove the harmful dependency for gentle harvesting. Harmful is like strip mining, you should get more quantity of lower quality and more dangerously. Gentle should be safer at pulling quality materials, but getting a lower quantity. Kami and Karavan mission should be setup to reflect this and have appropriate rewards. Perhaps even more ways of impacting Kami/Karavan fame with it?
A good part of the conflict of interest with crafting and harvesting could be fixed by changing the way harvesting exp works. Now its going to suck because this should have been done before release, but it needs to be done anyways for the sake of the economy. Making harvesting exp partially dependent on the amount of materials pulled. If my above suggestion is followed, say divide the current exp by 4 and then give a multiplier on exp by number of materials pulled out.
Hunters are in large part redundant to harvesters, they already could pull a lot of excellent/supreme materials off of named mobs and the prime roots changes are going to make this a lot worse. Hunters are also defenders, where as harvesters are only material gatherers and becoming more inferior about it at the moment. Keep them competitive, and give Harvesters an additional role to fill as well. Essential in preventing and healing the goo perhaps? spying and sneaking wilderness survival skills? Harvesters need a seperate role or the need to be better than hunters at gathering materials will remain fierce.
As for missions, please make the mission materials sellable again. Local suppliers still list lots of them.. but we're unable to sell them. While hunters gather mission materials in loads at the same time as craftable/sellable materials. There also need to be more locations for mission materials than 1 spot per zone. Perhaps even a use for these unusual materials in unusual custom crafter plans?
Please consider giving Harvesting the overhaul in needed in beta but never got due to excessive fighter/mage tinkering. Without something like this I don't see a good long-term future for the harvesting profession or game economy.
Things that don't work:
- Turning harvesting into a camping-game to get decent materials for crafters. Sitting at one spot for hours waiting for the moment when what you actually need/want becomes available.
- Gentle/Harmful harvesting represent the different philosophies of Kami/Karavan.
- You practically have to tank as your alternate role in order to survive common harvesting explosions.
- Harvesting (missions) being equal to hunting for gaining fame/dapper.
- Harvesters and Hunters being able to supply Crafters to keep up (without crafters being forced to seek materials as well) leveling pace.
- Conflict of interest between being able to supply Crafters (finding materials needed and getting the most quanitity) versus improving crafting (staying with available sources and maximizing focus/pull for exp by getting 1 mat of best quality).
- Harvesters filling a niche role with their skills (redundant to quartered materials).
- Being able to level
- Getting quality materials
Do not turn Ryzom into another powergamer-campfest. First eliminate the hourly portion of "at the moment" sources. Do not turn this into a game of camping for the uber player. Casual players must have a chance that doesn't require them to sit at one spot for hours doing nothing to get that "uber" item. Change hour into day/night. Time/weather settings should also change what material is available, and never determine if something is available at all. The best materials should challenge a harvester's skill, not their patience.
In regards to the "tankHP" problem, reduce the frequency of explosions and damage for lower grade (basic/fine) materials. Keep it high for choice and higher, and set wrath of the kami for excellent or higher materials.
To fix the supply problem, change the base amount of materials harvesters pull out to be competitive. 4 material pulls from the start of learning harvesting. Realistically there is a quantity vs quality issue when gathering raw materials. Make Ryzom reflect this by having each quality upgrade reduce the amount of material you can get with a pull. Then increasing speed and time will compensate to keep the quantity of materials instead.
Gentle and Harmful should be very different styles of harvester. Make them totally seperate and remove the harmful dependency for gentle harvesting. Harmful is like strip mining, you should get more quantity of lower quality and more dangerously. Gentle should be safer at pulling quality materials, but getting a lower quantity. Kami and Karavan mission should be setup to reflect this and have appropriate rewards. Perhaps even more ways of impacting Kami/Karavan fame with it?
A good part of the conflict of interest with crafting and harvesting could be fixed by changing the way harvesting exp works. Now its going to suck because this should have been done before release, but it needs to be done anyways for the sake of the economy. Making harvesting exp partially dependent on the amount of materials pulled. If my above suggestion is followed, say divide the current exp by 4 and then give a multiplier on exp by number of materials pulled out.
Hunters are in large part redundant to harvesters, they already could pull a lot of excellent/supreme materials off of named mobs and the prime roots changes are going to make this a lot worse. Hunters are also defenders, where as harvesters are only material gatherers and becoming more inferior about it at the moment. Keep them competitive, and give Harvesters an additional role to fill as well. Essential in preventing and healing the goo perhaps? spying and sneaking wilderness survival skills? Harvesters need a seperate role or the need to be better than hunters at gathering materials will remain fierce.
As for missions, please make the mission materials sellable again. Local suppliers still list lots of them.. but we're unable to sell them. While hunters gather mission materials in loads at the same time as craftable/sellable materials. There also need to be more locations for mission materials than 1 spot per zone. Perhaps even a use for these unusual materials in unusual custom crafter plans?
Please consider giving Harvesting the overhaul in needed in beta but never got due to excessive fighter/mage tinkering. Without something like this I don't see a good long-term future for the harvesting profession or game economy.