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  1. #1
    Player
    Nakiamiie's Avatar
    Join Date
    Apr 2011
    Location
    Limsa Lominsa
    Posts
    1,556
    Character
    Maelina Sylfei
    World
    Hyperion
    Main Class
    Conjurer Lv 64

    Suggestion: reform of the Discipline of the Land

    Introduction

    While the current Discipline of the Land activities are enjoyable, it feels like they are missing something. I understand it is not the goal anymore to make the Discipline of the Land and Hand viable disciplines to experience world's story, however they are still very important Disciplines for the economy of Eorzea and offer a refreshing change of pace for the casual adventurer.

    The reform of the Discipline of the Land I am proposing aims to bring more depth and freedom to the current Discipline of the Land activities and introduce a few more activities as well. Furthermore, my reform aims to make us of the action bar for the gathering activities, with a complete set of 15 actions and 10 traits (+10 cross-class actions).

    Another important change in my Discipline of the Land reform is the change of locations where gathering activities can be performed. Instead of being limited to gathering nodes (indicated with lights and sparkles), all gathering activities can be performed near any appropriate game resource (tree, pond, cave wall, etc). The gathering nodes will change function to being gathering locations holding rare items.

    As a general rule, actions performed outside gathering activities will require MP to be performed and/or be restricted with a timer; actions performed during gathering activities will require TP and be restricted to a single use per gathering. TP is earned by performing standard actions during gathering.

    Gathering locations

    Normal resources of Eorzea

    Gathering activities performed at normal resources of Eorzea are rewarded with common items of the proper type. It is possible to acquire HQ items but at a lower rate.

    For the botanist, these normal resources are trees, herbs and plants in general.
    For the miner, these normal resources are cave walls, cliff sides and rocky materials in general.
    For the fisherman, these normal resources are oceans, rivers, ponds and other bodies of water in general.

    *In order to limit the possible locations of mining activities, it is possible to introduce ore veins or exposed ores. (see picture below)

    http://i.imgur.com/GIlGR.jpg

    Sparkling resources of Eorzea

    Sparkling elements of Eorzea are what we are used to, they are normal resources with sparkling lights on them. The sparkling resources appear in rarely and require the assistance of Discipline of the Land special activity to increase their occurrence.

    Gathering activities performed at sparkling resources of Eorzea are rewarded with rare items of the proper type. It is possible to acquire HQ items but at a lower rate.
    Another possibility of the sparkling resources, instead of yielding rare items, they could only yield HQ items both common and rare. While normal resources would yield only normal common and normal rare items.

    Gathering activities

    Botanist

    Logging

    Logging is performed on any tree of the proper size with the hatchet.

    At the beginning of the logging activity, 3 to 5 items are hidden at different locations in the notch bar. The notch bar starts with the pointer in the middle and is always displayed.
    Here is the notch bar, it increases or decreases according to the result of the chop action:


    The chop action has a cursor that oscillate up and down. Here is the chop action with the stamina bar (remainder bar), colours were added for better clarity with my explanations:


    When the cursor of the chop action stops in the green area, the notch bar's pointer stays at the same level and a successful hit is counted at that location on the notch bar (if an item is present at that level).
    Stamina is depleted from the stamina bar.

    When the cursor of the chop action stops in the blue or orange area, the notch bar's pointer move up or down accordingly and a successful hit is counted at that NEW level on the notch bar (if an item is present at that NEW level).
    Stamina is depleted from the stamina bar.
    The more in the blue or orange the cursor of the chop action is, the more the notch bar's pointer move up or down.

    If no item is present at the level of a hit on the notch bar, not successful hit is counted toward any item and stamina is depleted anyway.

    When enough successful hit are accumulated on an item of the notch bar, the player is rewarded with that item. The gathering activity then cease or continue for the remaining items (this is left at the discretion of the developers).

    When the stamina bar reaches 0, the gathering activity ceases.

    Harvesting
    Harvesting is performed on tall grass, patches of flowers and small plants with the scythe.

    <coming soon or kept automated?>

    Mending
    Mending is performed on broken trees, fallen logs and other damaged plants.

    <coming soon>
    (7)
    Last edited by Nakiamiie; 01-09-2012 at 10:32 AM. Reason: I am revising the whole thing for more clarity (first wrote it at 3am, no wonder it was confused).
    LOL cash shop! SE's way to tell their player how they appreciate them... pull the carrot and empty your pockets $$$
    And to those who support it: you are kicking yourselves. -- We just need to sit back and laugh at people with cash shop items.
    (Marvelous economics IQ test!)

  2. #2
    Player
    Nakiamiie's Avatar
    Join Date
    Apr 2011
    Location
    Limsa Lominsa
    Posts
    1,556
    Character
    Maelina Sylfei
    World
    Hyperion
    Main Class
    Conjurer Lv 64

    Suggestion: reform of the Discipline of the Land

    Miner

    Mining
    Mining is performed on any cliff side or exposed ore and ore veins.

    At the beginning of the mining activity, 3 to 5 items are hidden at different locations in the exposed ore bar. The exposed ore bar starts with the pointer at the top and is always displayed.
    Here is the exposed ore bar, it decreases according to the result of the strike action:


    The strike action has a circle that oscillate in and out. Here is the strike action with the stamina bar (remainder bar), colours were added for better clarity with my explanations:


    When the circle of the strike action stops in the green area, the exposed ore bar's pointer stays at the same level and a successful hit is counted at that location on the exposed ore bar (if an item is present at that level).
    Stamina is depleted from the stamina bar.

    When the circle of the strike action stops further AWAY of the green area, if no items are present at that level, the exposed ore bar's pointer move down accordingly and a successful hit is counted at that NEW level on the exposed ore bar (if an item is present at that NEW level). However, if an item was present at that level, the exposed ore bar's pointer does NOT move down and damage is given to the item. When the item receive enough damage it breaks and the exposed ore bar's pointer can move down.
    Stamina is depleted from the stamina bar.
    The further away the strike action's circle is from the green area, the more the exposed ore bar's pointer move down and/or damage is given to an item.

    If no item is present at the level of a hit on the exposed ore bar, not successful hit is counted toward any item and stamina is depleted anyway.

    When enough successful hit are accumulated on an item of the exposed ore bar, the player is rewarded with that item. The gathering activity then cease or continue for the remaining items (this is left at the discretion of the developers).

    When the stamina bar reaches 0, the gathering activity ceases.

    Quarrying
    Quarrying is performed on cave walls with the sledgehammer.

    <coming soon or kept automated?>

    Surveying

    <coming soon>
    (4)
    Last edited by Nakiamiie; 01-09-2012 at 10:31 AM.
    LOL cash shop! SE's way to tell their player how they appreciate them... pull the carrot and empty your pockets $$$
    And to those who support it: you are kicking yourselves. -- We just need to sit back and laugh at people with cash shop items.
    (Marvelous economics IQ test!)

  3. #3
    Player
    Nakiamiie's Avatar
    Join Date
    Apr 2011
    Location
    Limsa Lominsa
    Posts
    1,556
    Character
    Maelina Sylfei
    World
    Hyperion
    Main Class
    Conjurer Lv 64
    Fisherman

    Fishing
    Fishing is performed in seas, ponds, rivers and other bodies of water with sufficient depth.

    At the beginning of the fishing activity, 3 to 5 fishes are hidden at different locations in the depth bar. The depth bar starts with the pointer at the top and is always displayed.
    Here is the depth bar, it decreases over time and increases with a player's action:


    The jig action has a cursor that moves left and/or right. Here is the jig action with the stamina bar (remainder bar), colours were added for better clarity with my explanations:


    The pointer decreases on the depth bar until a fish bites. The player can also reel in the line to have the pointer increases on the depth bar. Every time the pointer on the depth bar reaches the level of a fish, the fish has a chance to bite.

    When a fish has bit, the cursor of the jig action moves either left or right to stay off the centre (like a fish pulling on a fishing rod). The player has to steer in the opposite direction in order to bring the cursor in the centre. Whenever the cursor is in the centre, the player can reel in the line and attempt to catch the fish. Each successful attempt in the centre reduced the fish's stamina, when the fish's stamina is completely depleted the fish is caught.
    Player's stamina is depleted from the stamina bar with every attempt to reel in the line.

    When the stamina bar reaches 0, the gathering activity ceases.

    Spearfishing
    Spearfishing is performed in shallow water, near big rocks and rotting logs with the gig.

    <coming soon or kept automated?>

    ???

    <coming soon>
    (4)
    Last edited by Nakiamiie; 01-08-2012 at 04:11 PM.
    LOL cash shop! SE's way to tell their player how they appreciate them... pull the carrot and empty your pockets $$$
    And to those who support it: you are kicking yourselves. -- We just need to sit back and laugh at people with cash shop items.
    (Marvelous economics IQ test!)

  4. #4
    Player
    Nakiamiie's Avatar
    Join Date
    Apr 2011
    Location
    Limsa Lominsa
    Posts
    1,556
    Character
    Maelina Sylfei
    World
    Hyperion
    Main Class
    Conjurer Lv 64
    Actions and traits
    As a general rule, actions performed outside gathering activities will require MP to be performed and/or be restricted with a timer; actions performed during gathering activities will require TP and be restricted to a single use per gathering. TP is earned by performing standard actions during gathering.

    Actions written in purple are performed outside gathering activities.
    Actions with * are cross-class actions.

    Active mode

    Active mode is used for battles defensively. The character attacks with his primary tool for low damage input (enough damage to defeat enemies 5 levels and lower of the character's level). There is no combo that can be performed during battles by the Discipline of the Land. The action Throw Dirt allows to stun an enemy and flee.

    Botanist attack with the hatchet, miner attack with the pickaxe and fisher attack by whipping with the fishing rod.
    Players can also enter in active mode to hold their primary tool in hand and show off (luminary tools!).

    Botanist

    Action
    • Chop: Normal logging action. TP is gained with every hit.
    • Harvest: Begin automated harvesting.
    • Broad Chop: Logging action. Increases the successful zone (green area), but the item is gathered slower with a successful hit. TP is gained with every hit.
    • Powerful Chop: Logging action. Increases chance of getting the item in fewer hits, but the successful zone (green area) is reduced. TP is gained with every hit.
    • Arbor Call: Indicate the direction and distance of the closest sparkling resource. Cost MP.
    • Throw Dirt: Stuns an engaged enemy.
    • Fade*: Enemies cannot detect you by sight (character's level + 10 = maximum enemy level). Cost MP.
    • Output*: Increases the amount of times a character can gather at a single point by 2. TP cost.
    • Find Target*: Display on the notch bar (exposed ore bar or depth bar) a random item's level on the bar.
    • <to be determined>
    • <to be determined>
    • <to be determined>
    • <to be determined>
    • <to be determined>
    • <to be determined>
    Traits
    • <to be determined>
    • <to be determined>
    • <to be determined>
    • <to be determined>
    • <to be determined>
    • <to be determined>
    • <to be determined>
    • <to be determined>
    • <to be determined>
    • <to be determined>
    Miner


    Actions
    • Strike: Normal mining action. TP is gained with every hit.
    • Quarry: Begin automated quarrying.
    • Vigorous Strike: Mining action. Increases chance of getting the item in fewer hits or damage dealt to an item but the successful zone (green area) is reduced. TP is gained with every hit.
    • Gentle Strike: Mining action. Increases the successful zone (green area), but the item is gathered slower with a successful hit and less damage is dealt to the item on unsuccessful hit. TP is gained with every hit.
    • Lay of the Land: Indicate the direction and distance of the closest sparkling resource. Cost MP.
    • Throw Dirt: Stuns an engaged enemy.
    • Sneak*: Enemies cannot detect you by sound (character's level + 10 = maximum enemy level). Cost MP.
    • Gathering*: Reduces the depletion rate of the Stamina gauge for the next 2 actions. TP cost.
    • Aim*: Increases the successful zone (green area) for the next action. TP cost.
    • <to be determined>
    • <to be determined>
    • <to be determined>
    • <to be determined>
    • <to be determined>
    • <to be determined>
    Traits
    • <to be determined>
    • <to be determined>
    • <to be determined>
    • <to be determined>
    • <to be determined>
    • <to be determined>
    • <to be determined>
    • <to be determined>
    • <to be determined>
    • <to be determined>
    Fisher


    Actions
    • Reel in: Normal fishing action. TP is gained with every reeling while a fish is hooked. Also increases the depth bar's pointer level if performed while no fish is hooked.
    • Spearfishing: Begin automated spearfishing.
    • Forceful reeling: Fishing action. Increases chance of getting the fish but the successful zone (center area) is reduced (or break the line). TP is gained with every hit.
    • Dexterous reeling: Fishing action. Increases the successful zone (center area), but the fish's stamina is depleted more slowly. TP is gained with every hit.
    • Gulleye: Indicate the direction and distance of the closest sparkling resource. Cost MP.
    • Throw Dirt: Stuns an engaged enemy.
    • Deodorize*: Enemies disengage from combat after 1 hit, you are an unattractive prey (character's level + 10 = maximum enemy level). Cost MP.
    • Perception*: Increases a player's chance to find higher-quality items. Cost TP.
    • Stamina boost*: Recover a fixed amount of stamina. Cost TP.
    • <to be determined>
    • <to be determined>
    • <to be determined>
    • <to be determined>
    • <to be determined>
    • <to be determined>
    Traits
    • <to be determined>
    • <to be determined>
    • <to be determined>
    • <to be determined>
    • <to be determined>
    • <to be determined>
    • <to be determined>
    • <to be determined>
    • <to be determined>
    • <to be determined>
    -------------
    Possible traits include more chances to find certain shards type, boost of running speed when low on health, display of gathering locations on the main map, etc.
    (2)
    Last edited by Nakiamiie; 01-09-2012 at 02:10 AM.
    LOL cash shop! SE's way to tell their player how they appreciate them... pull the carrot and empty your pockets $$$
    And to those who support it: you are kicking yourselves. -- We just need to sit back and laugh at people with cash shop items.
    (Marvelous economics IQ test!)

  5. #5
    Player
    EdenArchangel's Avatar
    Join Date
    Mar 2011
    Posts
    560
    Character
    Fallen Eden
    World
    Sargatanas
    Main Class
    Astrologian Lv 90
    I'm in support of any improvements to gathering.

    Any opinion on my long ago thread? http://forum.square-enix.com/ffxiv/t...thering-System
    (1)

  6. #6
    Player
    Jinko's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    5,656
    Character
    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    I think these suggestion are really well thought out and support it 100%, can onlyhope that a community dev passes it on in detail to the devs.

    One thing I would like to see changed is allowing the player to having complete control over the mini game.



    Ie instead of the circle ossilating back and forth (image above) a player should have control to move the circle in and out using the left and right D-pad or arrows leys, then pressing the X button and enter to confirm. (I find too often that latency can cause issues with the current system)
    (2)
    Last edited by Jinko; 01-09-2012 at 01:38 AM.

  7. #7
    Player
    Nakiamiie's Avatar
    Join Date
    Apr 2011
    Location
    Limsa Lominsa
    Posts
    1,556
    Character
    Maelina Sylfei
    World
    Hyperion
    Main Class
    Conjurer Lv 64
    Quote Originally Posted by Jinko View Post
    I think these suggestion are really well thought out and support it 100%, can onlyhope that a community dev passes it on in detail to the devs.

    One thing I would like to see changed is allowing the player to having complete control over the mini game.



    Ie instead of the circle ossilating back and forth (image above) a player should have control to move the circle in and out using the left and right D-pad or arrows leys, then pressing the X button and enter to confirm. (I find too often that latency can cause issues with the current system)
    I thought so too, but then it wouldn't be so challenging.
    I think it would require a complete change of mini-game to enable complete control. Something like a puzzle with no timer. The new activities I will be proposing (Mending, surveying and something for fishing) will include complete control puzzle-like mini-games. That way, we can have both in the game for different activity! Also, coming with the new servers in 2.0, latency shouldn't be that much of a problem anymore.
    (1)
    LOL cash shop! SE's way to tell their player how they appreciate them... pull the carrot and empty your pockets $$$
    And to those who support it: you are kicking yourselves. -- We just need to sit back and laugh at people with cash shop items.
    (Marvelous economics IQ test!)

  8. #8
    Player
    Jinko's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    5,656
    Character
    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Nakiamiie View Post
    Also, coming with the new servers in 2.0, latency shouldn't be that much of a problem anymore.
    Can only hope.
    (1)

  9. #9
    Player
    Nakiamiie's Avatar
    Join Date
    Apr 2011
    Location
    Limsa Lominsa
    Posts
    1,556
    Character
    Maelina Sylfei
    World
    Hyperion
    Main Class
    Conjurer Lv 64
    Gathering resources nodes

    Regular resources

    Mining


    Alternatively, resources could be mined from points like these:
    screenshot 1
    screenshot 2

    Quarrying
    <no screenshot, meanwhile try imagining a cave wall>

    Botanist
    <no screenshot, meanwhile try imagining a tree>

    Harvesting


    Alternatively, resources could be harvested from points like these:
    screenshot 1
    screenshot 2

    Fishing
    (deep water -- river, lake, sea)


    Spearfishing
    Shallow water (screenshot)
    Rotten log (screenshot)

    Other
    Alternative resources for more activities:
    Rubbles (screenshot)
    Fruit bushes (screenshot)
    Frog (screenshot)
    ...and much much more! Eorzea is filled with resources that could become interactive.

    Gathering nodes (for rare resources -- found scarcely)

    These our traditional gathering nodes, here are some examples as a reminder:
    Glowing tree (logging)
    Sparkling Cliff (mining)
    Blinding cave wall (quarrying)
    (3)
    LOL cash shop! SE's way to tell their player how they appreciate them... pull the carrot and empty your pockets $$$
    And to those who support it: you are kicking yourselves. -- We just need to sit back and laugh at people with cash shop items.
    (Marvelous economics IQ test!)

  10. #10
    Player
    CrstyCaptin's Avatar
    Join Date
    May 2011
    Posts
    155
    Character
    Immortal Lala
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 50
    I can tell a lot of effort was put in and it was really thought out well. But I don't support it simply because this is too in depth for me personally. All I want to do when I go out and gather is get some materials to sell or craft with. What you're suggesting, to me at least, seems like it requires a lot more input and strategy to harvest the same items that I can knock out with one hit right now. While I agree DoL does need some reforms (Kings yield for one allowing multiple items to be harvested when normally you can only get one from cobalt/electrum/etc) I don't think the foundation of the mini game needs to be changed. Not at least while DoH needs far more work put into it than DoL does. Also I like the simplicity of DoL right now to break away from the rest of the game.
    (1)

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