

Skills also lets you trade one for the other: increased rates at the expense of depleting the zone much faster for instance. Better digging skills gives more material, better quality, faster extraction, less risk of mishap or even less ecological impact. Digging, which means extracting materials from nodes. Also prospecting in each major terrain type is a separate prospecting skill. Specializations lets you search for specific materials or qualities rather than just finding what is there. Better prospecting skills lets you uncover more and better nodes (from a potential determined by a complex multifactor system). Prospecting, which means uncovering nodes. Saga of Ryzom has a harvesting system you might be inspired by.Įssentially there are two sets of skills: He might have to accept that he won't be as efficient - perhaps he'll lose a large portion of wood from the tree he felled because he can't deal with the large knot that's giving his saw problems - but he can still get something out of his efforts. The key is to make sure it's still possible for a single Harvester to go out on his own as long as he is effective enough as an Adventurer to deal with the minor Harvesting Hazards he'll generate by his own minor actions.

Maybe the benefit to going out as a large group of Harvesters and Adventurers is that the Adventurers can deal with the Harvesting Hazards that spawn enemies, and the Harvesters can deal with Harvesting Hazards that are non-combat but still threaten to significantly reduce their efficiency. I thought it was a bit much when it happened for each and every item I crafted, but it would actually make a lot of sense when Harvesting. Each response required certain types of gear or items to be used, and the quality of the gear/items had an impact on the effectiveness of your response. In Vanguard, when Crafting, there was a mini-game where different obstacles would arise, and you had to use the appropriate response in order to keep the item from being destroyed.

I would like to see them borrow a page from Vanguard's book here. Maybe have NPC guards to guard the NPC gatherers? But now you're really pulling the players out of it.Ĭan anyone come up with a good way to have players harvest materials without feeling like such a chore? We know what the guards are going to be doing, but what are the gatherers going to be doing? The main problem with it for PFO is, how the heck are you supposed to guard a group of NPCs for three days straight? That's an escort quest that would even give Fable players nightmares. That's the only system I've seen where I wasn't bored out of my skull after two days of gathering. That always makes it feel like a significant accomplishment, not just "Now I can supply my guild for another week. Oh, Minecraft is worth a mention here, but it's gathering system is fun because, after harvesting 5000 stone, you can actually see the mountain you leveled or the giant hole you dug in the ground. (In SWG, you could also manually gather small amounts of a material, but that was really only for novice crafters who couldn't afford a harvester yet still, it was a nice backup/supplement) Set them up on a resource-rich spot, make sure they're properly powered/supplied, punch the Gather button, and check back in a day or three.

In both of those, you don't gather the materials yourself instead, you just manage the machines/NPCs who do all the gathering. In fact, the only two MMO's I can think of that did harvesting in a way that didn't feel like such a boring chore were SWG and EvE Online's PI system. That's my main problem right now: Harvesting is a major part of the game, since it supplies crafters with, well, everything, but I have yet to see a game where player-done harvesting wasn't a pain in the rear. But what will the woodcutter's player be doing? Sitting there watching a progress bar fill? Will it be like EvE Online's mining, where the only real interaction is switching nodes every 5 minutes or so? Playing some harvesting minigame? We know what the fighter will be doing: Attacking any monsters that get near him. The woodcutter finds a good tree and starts chopping, and the fighter sharpens his sword and waits. That sounds awesome, but what is each player going to be doing? Let's say that a woodcutter and a fighter have teamed up to go harvest logs in a forest. (Yes, this means that people harvesting are potentially creating content for people who want to slay monsters. The longer a harvesting operation continues at a given location, the more likely it is to attract unwelcome attention. Goblinworks wrote: Harvesting hazards: These are opponents that are generated randomly as an effect of harvesting certain resources.
