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  1. #1
    Player
    EdenArchangel's Avatar
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    Mar 2011
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    560
    Character
    Fallen Eden
    World
    Sargatanas
    Main Class
    Astrologian Lv 90

    Additions to Gathering System

    If anyone has not read the recent and lengthy post on the subjects of the future of land/hand classes, housing, new features, etc. I have posted the link below, and after reading, would like to bring up some aspects of the gathering system not mentioned :::

    Official Translation by Bayohne



    In the future, would any miners, botanists, or fishers like the idea of having new special/rarer nodes found underground in cave systems, in appropriate areas, or simply in dangerous areas with monsters to avoid in order to obtain the precious materials?

    The three gathering systems being outside (which I don't understand for mining to begin with), being at the same camps, the same leves, and nothing to diversify them aside from the appearance of the gathering mini-game is not an enjoyable experience.

    The idea of continuing this pattern, starting with grade 6 in the next level-range area, around the 50+ camps, doing the grind again fills me with dread.


    The system in XI with regards to location was PERFECT. Ifrit's Cauldron for the rarest ores, Mamook for the bloodlogs, and fishing was too diverse with rare fish for me to even exemplify.

    The current system is the old XIV-style, and doesn't take into account the coming diversification of regions as well. The locations and environments need to make sense, and evolve from the "half-assed" version that was pushed out from XIV's start.

    Mining should be in MINES (quarrying can remain outside), logging is working fine (but could use new aspects like a Boyahda Tree or Sanctuary for special items), and fishing should be more diverse than the grade 1-5 you must fish here formula.

    Could we please move away from the camp-based system?


    I am truly appreciative of the improvements to come, but want the gathering system to evolve to its true potential ^^




    TLDR:
    Diversification of the gathering system, nodes in appropriate environments, less copy-paste based around camps formula


    **Edit** Bolded main point for emphasis, removed rambling ideas
    (12)
    Last edited by EdenArchangel; 11-11-2011 at 11:52 AM.

  2. #2
    Player
    EdenArchangel's Avatar
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    Mar 2011
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    560
    Character
    Fallen Eden
    World
    Sargatanas
    Main Class
    Astrologian Lv 90
    *Bump* /10 char

    These two quotes hit on the point I was making:::

    Quote Originally Posted by Rentahamster View Post
    Yeah I always found it odd that Nanawa MINES and Copperbell MINES, don't have any, you know, actual places to mine stuff.
    Quote Originally Posted by DrekeLamorte View Post
    Even if it were higher chances to gather HQ mats, or non-raw form gemstones, or exclusive one of a kind mats for ridiculous synths, or even just NPC vend option items, Copperbell/Nanawa/O'ghomora mines/Shposae/Darkhold/Toto-rak/Mun-tuy Cellars, all need to see some form of Mining.

    Why? It makes sense. I'm sorry, I know. That's a flimsy argument in a fantasy game, let alone a FF game.

    Okay, Okay. Fine. Leave those areas alone.

    What about Coerthas and Mor Dhona? There's nothing in Coerthas that can't be found elsewhere, safer/easier. (Yes, I'm implying that safer does indeed = easier) Sure, it's grouped up. You can get the "good" stuff in one region, but there's nothing to require me to go there.

    SO, what do people want?:
    -> Diversification between each class
    -> Remove pointless gathering minigame, or replace with something fun that rewards skillful play
    -> More dangerous areas possessing the more valuable and rewarding items
    -> Visual cues for gathering areas such as exposed ores, healthy trees, visible fish groups



    **Edit** Included quotes, started list of what could add depth to gathering
    (5)
    Last edited by EdenArchangel; 11-11-2011 at 01:25 PM.

  3. #3
    Player Wolfie's Avatar
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    Mar 2011
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    2,237
    Character
    Wolfie Wu
    World
    Leviathan
    Main Class
    Pugilist Lv 50
    Not too sure about dangerous areas, because gatherers have sort of crappy time as is with avoiding aggro.

    I would have liked to see jump/platforming/zone exploration as additional challenges for gatherers, instead of more aggro dodging and/or class switching to clear up mobs.
    (2)

  4. #4
    Player Wolfie's Avatar
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    Mar 2011
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    2,237
    Character
    Wolfie Wu
    World
    Leviathan
    Main Class
    Pugilist Lv 50
    To explain a little further, I would like to have to have a combination of figuring out where a node is, platforming action, aggro dodging, and then gathering minigames (and whatever else works, without making gathering a pain in the ass) when I'm playing miner.

    As a way to balance the increased travel and difficulty between nodes, they should offer more exp and items; or last longer than 4-5 gathers; or both.
    (1)

  5. #5
    Player
    Physic's Avatar
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    Apr 2011
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    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    they have no extra tools for monster avoidance, so i wouldnt make that thier thing, unless they design new monsters with a more avoidance heavy style of being dealt with. I would put more gatherer like mechanics and skills in the classes. You could have volatile ore viens for miner, that you have to carefully gather, Somethin for botany that could destroy your mats, maybe dealing with insects, and powerful fish that you have to actually do a more complex battle with to get.

    Essentially they should try to keep in in the frames of gathering type of problems, and less in monsters, since monsters is something gatherers are extremely poorly equipped to deal with. And walking slowly is the most annoying thing ever. well maybe not as annoying as dying fast, but ehhh
    (2)

  6. #6
    Player

    Join Date
    Oct 2011
    Location
    Ul'dah
    Posts
    43
    As it stands, there is no experience premium for engaging in high-risk gathering activities.

    Caves and nodes exist today that are aggro-management nightmares for gatherers. If you are able to sneak to the node or otherwise dispatch of the risk itself, gathering from that node yields the exact same experience reward as a node next to a camp crystal.

    I say sure, go ahead and add "dangerous" nodes for adventurous gatherers, but also implement some sort of premium experience reward to acknowledge the additional risk involved.
    (1)

  7. #7
    Player
    EdenArchangel's Avatar
    Join Date
    Mar 2011
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    560
    Character
    Fallen Eden
    World
    Sargatanas
    Main Class
    Astrologian Lv 90
    I believe people are focusing on the examples I gave on how to change things up (ie dangerous areas for unique and rare items), and not my big issue with gathering, which is the copy-paste experience around camps for each range 1-10, 10-20, 20-30, etc.

    Could we discuss that system from the "old FFXIV" and what we want changed?
    (3)

  8. #8
    Player
    jones6's Avatar
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    Mar 2011
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    104
    Character
    Strung Out
    World
    Balmung
    Main Class
    Weaver Lv 50
    First time I went to Nanawa Mines I thought, man there must be some sweet mining spots in here. Nope no mining spots in mines. Awesome.
    (5)

  9. #9
    Player
    EdenArchangel's Avatar
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    Mar 2011
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    560
    Character
    Fallen Eden
    World
    Sargatanas
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by jones6 View Post
    First time I went to Nanawa Mines I thought, man there must be some sweet mining spots in here. Nope no mining spots in mines. Awesome.
    My first thought was when I searched the entirety of Copperbell Mines waaaaaaay back in October 2010 when my highest job was Miner and found nothing.

    Seeing Yoshi recently post topics on changes, I felt I HAD to get some info out now, while they're in the entire process of rebuilding so a new, better gathering system doesn't get overlooked and become too late to include in the process of area design
    (4)

  10. #10
    Player Wolfie's Avatar
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    Mar 2011
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    2,237
    Character
    Wolfie Wu
    World
    Leviathan
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by EdenArchangel View Post
    I believe people are focusing on the examples I gave on how to change things up (ie dangerous areas for unique and rare items), and not my big issue with gathering, which is the copy-paste experience around camps for each range 1-10, 10-20, 20-30, etc.

    Could we discuss that system from the "old FFXIV" and what we want changed?
    I'm trying to say that the experience gatherers are having now is not fun gameplay. I don't find the fun in playing a gatherer to be 'fighting' with a node. What's fun for me as a gatherer is FINDING the node, getting to it, and the items that I get out of it. Having a system that focuses on that instead of how many nodes I fight with is better.

    Increasing the volume of nodes that a gatherer has to hit is not good imo. For example, if I want to gather 100 pieces of copper ore, I have to hit about 50 nodes, which takes about 30 minutes. Running between them is short, boring, and does not demand any skill or knowledge from me.

    What if the volume of nodes was toned down? So that if I wanted to gather 100 pieces of copper ore, I would have to hit only 25 nodes, which would take about 30 minutes. However, the run between the nodes is increased in length, but more importantly, I now have to use my brain and my character's skills to find it and to get to it. Sprint, stealth, location/triangulation, jump, monster distraction, temporary stun/disable via pebble toss, whatever.

    The minigame itself needs to disappear too, because it really doesn't serve much of a purpose. The item you gather is automatically determined at the end of the first step, when you determine the height of your swing. The minigame is just there to give you some chance to not gather anything, which can be hardcoded (but should not exist regardless. Failure should occur before the character even gets to the node, not when he's already there.). The real challenge should be finding, getting to, and selecting the appropriate swing height of a node, not playing that minigame.

    Another thing I find weird is how each node is determined/set. Why can I only chop one tree and not the 5 next to it? Why can I only mine one rocky outcropping and not the 5 identical outcroppings next to it? There's no visual queue besides the blinking white light to denote that a place is a logging or mining point. If anything, gathering spots should have, in addition to the blinking white light, some exposed ore or a healthy/supple trunk and branches, etc.
    (2)

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