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  1. #1
    Player Pug's Avatar
    Join Date
    Aug 2012
    Posts
    13
    Character
    Pugofmidgard
    World
    Asura
    Main Class
    BLU Lv 99

    Adoulin Gathering Rules

    Gathering activities in the Seekers of Adoulin expansion areas are governed by a new rule.

    Continuing to gather resources in the same area will build a character's fatigue, much like fishing, but will also gradually increase the likelihood of gathering better materials.


    Please apply this to other zones outside of the expansion. I've spent many many days in Halvung, Oldton/Newton, Gusgen, Gustaberg [S] and the Cauldron.

    I've experienced more famine, than feast when it comes to mining and the rewards.

    Days of the week, moonphase, standing on one leg when I hit my /item Pickaxe <t> macro and I could get some mildly rewarding items.

    I'm much more likely going to enjoy the pebble flint copper trash landslide and since the pickaxes aren't free, they break, and only stack to 12 on top of that.

    I should not be losing money taking the time to inject raw materials into the game's economy.

    Raw materials come from boxes these days (VW), not the mines, lands they could be
    gathered from were it worth a players time for at least some gil generating materials that can be anticipated.

    The top end ores in the old zones will only become more scarce. Except those that show up in end game content rewards and some have never been harvested 'naturally' in some form.

    I get this 'fishing-like' fatigue approach as some incentive to revive an activity that few do any more on any server.

    As always, the in demand raw materials certainly will give the cost benefit a kick in the pants, but it reduces the desire for the scarce few of us that wear our Worker/Field gear with pride from mining any old content zones.


    ** Update **

    I have logged, harvested, and mined in the expansion areas, and there is an additional change that is needed for this approach.

    There are many points that are not accessible due to Reive obstructions. The rate at which the mining points despawn and move must be increased.

    I would say Sunset/Undead Hour of every day, the current number of active points should move automatically to the other place holder points where a point will spawn.

    With the fatigue system in place, I can Mine to maximum fatigue in a few points, often leaving up an unfinished point. Instead of consumption driven movement of these points, it should be a controlled move of the points.

    Fatigue is now the limiter of raw material obtainment. Instead of limiting the rate of material obtainment through point movement + travel time to the next possible point and to continue to 'push' points around a place like Halvung or Gusgen, these points should remain up for the time allowed as described above.

    The amount of ground being covered for Logging is under a similar stress. You can spend allot of time chasing points and never bringing in the raw materials for your Coalition quest if everyone else is shoving the points around a large zone, with lots of choke points that can be impassible if the hour of the day is correct.

    Thanks for reading. Again.
    (4)
    Last edited by Pug; 04-03-2013 at 12:02 AM.

  2. #2
    Player Rustic's Avatar
    Join Date
    Dec 2012
    Posts
    468
    Character
    Rustic
    World
    Ragnarok
    Main Class
    THF Lv 99
    Actually, I'm inclined to agree here. Fatigue would have taken care of the old eternal-miner types that used to haunt Gusgen like the ghosts, and give you a whole line of gear along the same lines as fishing stuff for fatigue reduction, lower odds of harvesting item going *snap*, and so on. If it works well for the Adoulin zone harvesting, expand that outwards.
    (0)
    Old-time player, new-time character- Ragnarok server.