View Full Version : Tedium of Crafting nor replaced by the Tedium of Harvesting.
Maroger
02-06-2006, 09:04 PM
<div></div><div><p><span>Ore</span><span> is camped now due to TS changes. More loams to Fungi.</span><span></span></p><p><span>Let me do the math for you -- Originally ore contained either Iron or Blackened Iron </span><span>Ore</span><span> -- You got 3 pieces from harvesting a node. Let us assume for the sake of this discussion that the rare can show up as frequently as the Ore ( i.e. you have a 50% chance to get the ore on each piece) or for the whole node you had roughly a 33% chance to get the rare on each piece --( I am sure is lower than that but I am using this hypothetical since I don't know their perentages)'</span><span></span></p><p><span>Now more things are added to the node -- salty loam and Rare Loam. SO now 1 ore node contains the possibility of getting 4 items from it or roughly 25% chance. But since the ore only contains 3 pieces your chanced per piece of getting a rare are reduced to about 13% per piece.</span><span></span></p><p><span>The result of the reduced chances are that more people will campe Ore nodes, prices gouging wil take place on the brokers and fewer spells and items which use rare will be less thereby driving the prices up.</span><span></span></p><p><span>Now SOE has said that they wanted to reduce the tedium involved in Crafting -- making all those subcomponent, but what they have done is replaced the tedium of crafting with the tedium of harvestinng. If in 1 hour of harvesting </span><span>Ore</span><span> nodes you could probably get 1 Blackened Iron </span><span>Ore</span><span>, you will not spend 4 hours are better for the same thing.</span><span></span></p><p><span>Someone ask SOE to explain how they have removed tedium from crafting??????????</span><span></span></p><p><span>They need tomove the loam onto the Fungi which is seldom harvested.</span><span></span></p><p><span></span> </p><p><span>I consider this a bug in their design which needs correction.</span><span></span></p></div>
skidmark
02-06-2006, 09:41 PM
As an Alchemist, please don't move it to the fungi. Each fungi can put out a ton of different items already. I think Tier 3 has upwards of 10 non-sparkling harvestable items. Create a new node, don't put it on an existing node.
Maroger
02-06-2006, 10:41 PM
<div></div><blockquote><hr>skidmark wrote:As an Alchemist, please don't move it to the fungi. Each fungi can put out a ton of different items already. I think Tier 3 has upwards of 10 non-sparkling harvestable items. Create a new node, don't put it on an existing node.<hr></blockquote><p>Well they should not put it on Ore -- they are just encouraging botts and high prices at the broker.</p><p>Again I doubt if they thought out this change as carefully as they should have.</p>
ValdacilFelagund
02-06-2006, 10:55 PM
<div>How is putting it in the ore any different than the rocks right now? You mentioned that ore now has 4 (actually, you should have said 5 possibilities): Loam, rare loam, hard metal, rare hard metal, glowing/sparkling/etc stone. Well, the rocks have given 5 items for a long time: gem, rare gem, soft metal, rare soft metal, glowing/sparkling/etc stone. Since rare soft metal can no longer be used to make spells, if you are out looking for rares for adept III's, you have the same chances of finding your rare for fighter spells as you do for finding a rare for priest/mage/scout spells since both nodes put out 5 possible outcomes. Actually, a little better since there is only 6 classes looking for the rare loams, while there are 18 classes looking for the rare gems meaning less competition for those rares.</div><div> </div><div>I will say that the loam, to hard metal ratio seems a bit out of wack however. After harvesting for These Boots... I had about 45 dings for ore nodes, however I had only about 17 hard metal, the rest were loams. While the recipes still use 2 loams to make an App IV you need that many loams, but for a quest like These Boots, you're gonna have to harvest far more than the 100 dings from ore nodes in order to get 50 iron now. It also means that armorers and weaponsmiths who need a lot of hard metal will need to harvest a lot more ore since it seems more like a 2 for 1 ratio on the loam to ore right now.</div>
mylin1
02-07-2006, 12:18 AM
Im finding about the same ratio as Valdacil - if anything I am being swamped with loam (salty even though Im sure it contains sugar) when trying to get hard metals to supply my guilds smiths.Making another node would just reduce the amount of nodes you wanted to spawn - something has to be replaced when you add something new to the system.Maybe the answer would be to reduce the loam % pop and have rocks pop as a "handful of salty loam" which has 2-5 uses before being used up.Mylin<div></div>
Dawnrise
02-07-2006, 12:34 AM
<div></div><p>If any node is going to become camped/hyperharvested, it will be root nodes. With the upcoming changes, nearly EVERY recipe will use at least 1 root, with the exception of Provisioner recipes.</p><p>Before most recipes used at least one component which required a WORT (minus Temper) at some point in its creation. Now that we will be creating final products from raws, the WORT (minus Temper) component, i.e. root will be necessary for them all. Also, whereas before 1 root would make 4 Washes, Oils or Resins, from the look of the early recipes, it is now a 1 for 1 basis, not the old 4 for 1.</p><p>Roots are traditionallly higher priced on the merchants due to being needed for Alchemy and Tailoring. Now that more Crafter classes will require them, expect demand and prices to shoot through the roof! :smileyindifferent:</p><p>I agree that loams should be moved to fungi nodes. At higher levels the number of different harvest items on the fungi nodes decreases, and from what Beghn hinted at regarding potions and poisons being reduced in variety and complexity, fewer of the harvested item types will be needed anyway.</p><p>Deep</p><p> </p>
corenthi
02-07-2006, 12:53 AM
<div></div>Perhaps if SOE really wanted to decrease the tedium of crafting, they would make all subcomponents purchasable at a reasonable price from the merchant inside the tradeskill instance.
Marcuzs
02-07-2006, 01:00 AM
<div></div><blockquote><hr>Maroger wrote:<div></div><div><p></p><p><span></span><span></span></p><span>Now more things are added to the node -- salty loam and Rare Loam. SO now 1 ore node contains the possibility of getting 4 items from it or roughly 25% chance. But since the ore only contains 3 pieces your chanced per piece of getting a rare are reduced to about 13% per piece.</span><span></span></div><hr></blockquote>I don't believe this statement is accurate. Its not that each node has a chance of giving 4 items but each piece of that node has a chance of giving 4 items. So each piece you get from a node has a 25% chance of getting the right node. And since you get 3 trys at it your % chance of getting what you want goes up, not down. (in actuality the percentages are probably close to 48% ore, 48% loam, 3.9% extract item, .05% rare ore, .05% rare loam, or something close to that, but deffinetly not 20% for each)
Maroger
02-07-2006, 01:10 AM
<div></div><blockquote><hr>corenthian wrote:<div></div>Perhaps if SOE really wanted to decrease the tedium of crafting, they would make all subcomponents purchasable at a reasonable price from the merchant inside the tradeskill instance. <hr></blockquote><p>At least the tempers, oils and washes which are the real PITA in subcombines.</p><p>I just don't think they have made crafting less tedious and boring, they just transferred all the problems to harvsting which will now be more tedious and boring than it already is.</p>
<div>Yeah, this is what I'm afraid of. I cringe when I run out of stuff but mostly because Im too cheap to buy a 50s root. </div>
supermouse
02-07-2006, 03:23 AM
<blockquote><hr>Valdacil wrote:<div> </div><div>I will say that the loam, to hard metal ratio seems a bit out of wack however. After harvesting for These Boots... I had about 45 dings for ore nodes, however I had only about 17 hard metal, the rest were loams. While the recipes still use 2 loams to make an App IV you need that many loams, but for a quest like These Boots, you're gonna have to harvest far more than the 100 dings from ore nodes in order to get 50 iron now. It also means that armorers and weaponsmiths who need a lot of hard metal will need to harvest a lot more ore since it seems more like a 2 for 1 ratio on the loam to ore right now.</div><hr></blockquote>The loams count as dings and he takes them as if they were ore.
valkyrja
02-07-2006, 03:58 AM
Keep it as is. I'm glad they are finally adding other things than ore to that node. Now if only they could find something to add to wood nodes too.<div></div>
ValdacilFelagund
02-07-2006, 08:53 PM
<div></div>Supermouse - Thx for that information. I know the loams counted as dings, but since I hadn't gathered enough to reach 100 yet, i didn't know how he would handle collection. I just knew that I wouldn't have 50 iron by the time I reached 100 dings and thus would be short on iron, however if you say he accepts the loams in the place of iron then that works. It is kinda hokie though since he specifically says he's looking for iron. Perhaps the quest should be changed to iron or loams... but then for what he's trying to build why would he even need loams? Basically, it seems like he accepting loams was a cheap way of fixing the loam-iron ratio problem regarding this quest.
supermouse
02-08-2006, 02:56 AM
<div></div>I agree with you on him taking the loams and saying he wants iron they may want to change his text so it is less confusing. But heck he doesn't even take the other 50 you have of ore/wood when you complete the thing.
TaleraRis
02-10-2006, 01:03 AM
<div>I agree with adding it to the fungi. Too often, the fungi are the only harvests left in non-DoF harvesting areas and to get anything else to spawn you have to take time to clear them out. At which point some jerk on a carpet comes flying up and snipes what you were clearing to spawn.</div><div> </div><div>At least adding loam to the fungi will mean those fairy rings finally get harvested and make way for other spawns.</div>
mylin1
02-10-2006, 02:16 AM
<div></div><p>Now they have crafting from basic items it would be nice if they could introduce some more recipes using different base items..one way to get rid of all the fungi nodes would be to have some of their pops used in other crafting - perhaps a new line of imbued items or some class based equipment from combining them into your basic crafting items.</p>Maybe having every node useful for everyone would take some of the tedium of harvesting away - I know i find it depressing to turn up to a zone and have to clear 100 bushes/fungi when searching for ore etc<div></div>
ValdacilFelagund
02-10-2006, 09:30 AM
<div></div>I woudl personally like a way to destroy a node. Since you have to clear that node in order to get another node to pop, but don't always want what's in the node, it would be nice to instead of harvest it then delete the items from your inventory you could just "harvest" them into oblivion. I wouldn't even care if you had to "destroy" a node 3x just like harvesting from regular nodes. This one thing would help harvesting significantly since a lot of people ignore the fungi nodes instead of clearing them.
Baelzharon
02-11-2006, 03:20 AM
<div>Put it on the [expletive haxx0red by Raijinn] logs. All you get from wood is well WOOD, so throwing another item in there just makes it on par with all the other nodes.</div><div> </div><div> </div>
syzzygy
02-11-2006, 04:15 AM
<div>I agree. Put the loam in the wood nodes since the only other things besides wood you get there are the uncommon flowers and the rare wood.</div><div> </div><div>Something else to think about is make the fungi regular resources usable to determine the color of light or very light armor (can we all say dyes). This would increase the need for the fungi resources and give tailors a way to color the armor they make creating a multitude of "different" armors (could have them affect stats too).</div>
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