
Originally Posted by
Wolfie
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.