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  1. #11
    Player
    Rentahamster's Avatar
    Join Date
    Mar 2011
    Location
    Lindblum MRD50/THM50/LNC50
    Posts
    2,823
    Character
    Renta Hamster
    World
    Sargatanas
    Main Class
    Gladiator Lv 50
    I agree with the sentiment that we need to diversify the gathering system. Running around pointlessly to random point on the map and playing the same "hot and cold" game over and over again gets a bit tiring.

    The addition of stuff like gardens should add a nice new element. I actually proposed that 6 months ago:

    Quote Originally Posted by Rentahamster View Post
    Gathering is not appealing to me at all and needs to have more activities attached to it to make it worthwhile, IMO (gardening and potted plants for BOT, fish breeding in aquariums for FSH, and cock gardening or coblyn-breeding for MIN come to mind)
    As far as the actual gathering is concerned, I think it would be good for fishing to be more like an actual fishing simulator:

    Quote Originally Posted by Rentahamster View Post
    If FF14's fishing was a direct rip off of SEGA Bass Master or the fishing mini game from Legend of Zelda: Twilight Princess, I would so do it all the time.

    As of now, I avoid it like the plague. It's just so boring and monotonous.
    Not sure how to improve the mini games of mining and botany, but something that is fun and rewards skillfull play is a good starting point.

    I tend to agree with the idea behind dangerous places to gather. It should be that the more dangerous a place is, the more valuable its items. This fits in with the concept of rewarding harder difficulty with better rewards.


    I think that if there are any special dungeons or content designed for non-battle classes, that they should have a puzzle-solving/platforming element to them that requires cooperation and teamwork to solve.
    (2)
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    My Threads: http://forum.square-enix.com/ffxiv/s...vBForum_Thread

  2. #12
    Player
    EdenArchangel's Avatar
    Join Date
    Mar 2011
    Posts
    560
    Character
    Fallen Eden
    World
    Sargatanas
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by Wolfie View Post
    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.
    Ah, I agree with all these points. The minigame is pointless.

    The idea of exposed ore, obvious trees for gathering, and visual cues of where fish are populated would make much more aesthetic sense. I suppose it would help if I clarified that when I think of the "right" environment for such gathering activity, that includes the area and what you mentioned, the actual deposit/resource within the area.
    (0)
    Last edited by EdenArchangel; 11-11-2011 at 01:10 PM.

  3. #13
    Player
    Airget's Avatar
    Join Date
    Mar 2011
    Posts
    2,612
    Character
    Airget Lamh
    World
    Hyperion
    Main Class
    Botanist Lv 100
    Quote Originally Posted by Wolfie View Post
    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.
    Hm everyones opinion is different personally I find gathering to be fun as it is now, I've dove into botanist, mining and some fishing which I find to be the most complex of the three but overall I find it fun. It's more fun when you have an objective behind it rather then just loot to sell, for me it's mining to rank up my craft classes and stock up on materials to me that's fun. While you may say the mini-game is "useless" but you don't consider that the mini-game itself had it's own discovery phase of figuring out where the "favoured" spot for each item was and the game itself made it easier by actually giving you a clue as to how close you were. Without that aspect people would have to hit in the dark of 10 areas and use graphs and numbers to figure out the % of which are is actually the best. But with the current system once you see "right here" then you have found the best location for the item you wish to gather and I'd say you would hit it 75% of the time.

    I would honestly welcome changes to the mini-game to add more aspect to it, if you remove it then you pretty much take away the interaction of gathering that DoL is suppose to offer.

    On the case of why can you only gather at certain tree, have you read the Botanist class quest or done them yet. They pretty much explain why it's done the way it is. -Spoiler- Pretty much it's about respecting the forest and trees and only taking the dead parts of a tree and what's needed. In a sense you could think of cutting a tree and pretty much knocking off all the weak and weathered parts of a tree to use as materials rather then focusing on the parts that are still living. -Spoiler-

    But ya that's just my opinion I find it fun and I don't see it as a drag when I'm aiming to obtain what I want, in all honesty I don't think it should take 30 minutes to obtain 100 copper ore cause then you have to be doing something wrong. As the system stands now though, if you are just a DoL only with no craft I can understand why it may be boring, but if you add in DoH to the mix and level them together you may find it fun pretty much being self-reliant on obtaining the loot you need to level your craft.
    (0)

  4. #14
    Player Wolfie's Avatar
    Join Date
    Mar 2011
    Posts
    2,237
    Character
    Wolfie Wu
    World
    Leviathan
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Airget View Post
    Hm everyones opinion is different personally I find gathering to be fun as it is now, I've dove into botanist, mining and some fishing which I find to be the most complex of the three but overall I find it fun. It's more fun when you have an objective behind it rather then just loot to sell, for me it's mining to rank up my craft classes and stock up on materials to me that's fun. While you may say the mini-game is "useless" but you don't consider that the mini-game itself had it's own discovery phase of figuring out where the "favoured" spot for each item was and the game itself made it easier by actually giving you a clue as to how close you were. Without that aspect people would have to hit in the dark of 10 areas and use graphs and numbers to figure out the % of which are is actually the best. But with the current system once you see "right here" then you have found the best location for the item you wish to gather and I'd say you would hit it 75% of the time.
    I'm not saying I want the discovery part removed. That one is actually fun and requires some research or some figuring out, and it allows you to narrow down what items you are getting from a node.

    What's not fun is phase two where you do the whole hot-'n'-cold game where you try to hit the cursor at the appropriate spot. The item that you're tying to get in this phase was already determined in phase one, and
    this phase serves only to 1) slow you down/keep you at a node longer, and 2) give you a chance to fail at getting this item. 1 is stupid, and 2 can be implemented in other ways that don't involve a boring minigame. But there should never BE a situation where you fail to gather an item, after you get past phase one.


    I would honestly welcome changes to the mini-game to add more aspect to it, if you remove it then you pretty much take away the interaction of gathering that DoL is suppose to offer.
    I guess, but I still think that focusing on the journey to the node would provide more fun and flexibility than whatever actions you do on that node.

    On the case of why can you only gather at certain tree, have you read the Botanist class quest or done them yet. They pretty much explain why it's done the way it is. -Spoiler- Pretty much it's about respecting the forest and trees and only taking the dead parts of a tree and what's needed. In a sense you could think of cutting a tree and pretty much knocking off all the weak and weathered parts of a tree to use as materials rather then focusing on the parts that are still living. -Spoiler-
    That doesn't change what I said. The trees that I'm chopping down should then look old or diseased, but they look identical to the trees next to them. What's the explanation then for me not being able to gather from the trees next to the one I'm chopping now?

    A good variation between the three classes could be something like:

    Miners: get less nodes, but a lot more resources/gather attempts are given per node
    Botanists: get a lot of nodes (can chop from every tree in an area), but are only allowed one to three gather attempts
    Fishers: fine as is

    But ya that's just my opinion I find it fun and I don't see it as a drag when I'm aiming to obtain what I want, in all honesty I don't think it should take 30 minutes to obtain 100 copper ore cause then you have to be doing something wrong.
    It's an example with made up numbers man. You're reading too much into some of the things I say, and completely missing my point on others.

    As the system stands now though, if you are just a DoL only with no craft I can understand why it may be boring, but if you add in DoH to the mix and level them together you may find it fun pretty much being self-reliant on obtaining the loot you need to level your craft.
    Gathering right now is okay, and this is from someone who hates gathering normally. It's nice that they're their own class and that there's some depth to being a gatherer now (as opposed to none in other MMOs). But they could differentiate them further, give much more depth, and allow for actual skill tests in playing this class as opposed to straight up memorizing where the good nodes/items are.
    (1)

  5. 11-12-2011 02:31 AM

  6. #15
    Player
    Eugenics's Avatar
    Join Date
    May 2011
    Posts
    318
    Character
    Sponge Bob
    World
    Sargatanas
    Main Class
    Conjurer Lv 50
    "I think it would be good for fishing to be more like an actual fishing simulator:"

    I think it would be good for ten minutes but with a simulator type system I think it would take to long to obtain a fish. But then i leveled fishing up to make money :/ silly idea i know. I want more danger around the nodes but with SE giving us stealth it's just not going to happen.
    (0)

  7. #16
    Player
    EdenArchangel's Avatar
    Join Date
    Mar 2011
    Posts
    560
    Character
    Fallen Eden
    World
    Sargatanas
    Main Class
    Astrologian Lv 90
    Aside from the separate idea of rare and difficult to obtain items which will likely involve an element of danger,
    how many people actually like the tiered gathering around camps approach, with identical and redundant grinding for ranks?

    Having multiple options of unique and varied places to explore and gather sounds much more ideal;
    For example, imagine having the choice of mining in Ifrit's Cauldron, Sea Serpent Grotto, or the Temple of Uggalepih, and not be forced to the "you must go here for grade 5" camp?
    (0)

  8. #17
    Player
    Orophin's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    3,446
    Character
    Orophin Calmcacil
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    Just a couple things that aren't directly related:

    Not all mining is done in shafts. Some is done in open pits and such.

    Probably a reason we can't mine in Nanawa (I don't know if this holds true for Copperbell) is because if you do the class quests, you learn that the Mining Guild has tight control over who can mine where. That's the only reason I can think of why nothing was added in these areas (or a lack of time in actually implementing nodes here). It would be nice for in the future after you've been flagged for completing one or all of the quests that you could actually mine in these areas since you've more or less been accepted into their fold.

    I myself am an avid fisherman in game and did it a lot in FF11 as well. Aside from eventually leveling Paladin, this was the thing I looked forward to the most. I don't mind the current SYSTEM that gathering has, but I think it needs a lot more CONTENT. Right now we have 3 class quests, a guild quest to turn in x item to get a minuscule amount of xp, and the company turn-ins. Guildleves aren't even worth mentioning as content.

    When they introduce jobs and the quests to provide them with the equivalent of artifact armor, they need to do the same for classes as well I think. At the very least, for DoL and DoH since the focus seems to be shifting away from battle classes to their associated jobs and DoL/DoH do not advance in that manner.

    In terms of fishing, I want to see one or two more boat routes that you can fish on that have a little more excitement involved, (read pirates and other nasties) some challenging quest to gain a badass fishing rod (maybe this will be in the achievement system?) and anything else they can think of to make fisherman and the others to feel like more than just a class to supply items.
    (0)

  9. #18
    Player
    EdenArchangel's Avatar
    Join Date
    Mar 2011
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    560
    Character
    Fallen Eden
    World
    Sargatanas
    Main Class
    Astrologian Lv 90
    Shameless bump~
    (0)

  10. #19
    Player
    Quesse's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,176
    Character
    Quesse Mithril
    World
    Sargatanas
    Main Class
    Miner Lv 70
    FFXIV Gathering: More fun needed.
    (0)

  11. #20
    Player
    Lucifer's Avatar
    Join Date
    Mar 2011
    Posts
    413
    Character
    Lucifer Morningstar
    World
    Ultima
    Main Class
    Arcanist Lv 3
    The material surplus is hilarious.
    I hope 2.0 completely wipes everybody's progress.
    (0)

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