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Foraging Changes

Posted: Thu Nov 04, 2004 7:21 am
by tendeep
Following the feedback from the players on the forage changes in Patch1, the dev teams have been at work make a few changes. These changes will take effect in the next patch.


[Major changes]
- All extractions give bigger quantities than previously.

- 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.

- 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.

- The gentle extracting stanzas are now noticeably more gentle than the harmful ones.


[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.
__________________
Cerest
Community Liaison
Now my question because of all the changes, and the way we had to adapt to the patch... Will Foragers be given back their skill points to select skills they actually would like now, and not need based on patch 1?

I for one do not like my current skill set up, but felt I had to in order to make foraging work in PAtch 1.

Please comment Cerest.

I would like to add. "Take effect in the next patch" any possible ETA ? I pray this does not mean Patch 2...

Re: Foraging Changes

Posted: Thu Nov 04, 2004 9:35 am
by mookse
It occurs to me, that in their wild desire to prevent people from 'leveling' in harvesting, they really only needed to code three items:

1) Change source-mode dancing (done)
2) Implement Kami rage (still not done)
3) Change vendor pricings on high level mats (done)

Most harvesters would spend most of their time working off DP if they were rained on by a pile of Zerx.

Why did we have to go through this ridiculous horrorshow?!

Mookse