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A quick update on harvesting skills!

Discussion in 'Announcements' started by Chris, Feb 25, 2015.

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  1. Chris

    Chris Tech Lord Moderator Ambassador SOTA Developer

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    I saw a few posts on this so I wanted to go ahead and give a small brain dump on some of the new harvesting stuff.

    So players will probably quickly find that harvesting takes longer and has a failure chance. If you’re low level, with no skill and no special item to harvest, you are pretty much stuck with hitting tier 1 and 2 stuff. For a level 5 with no skill or special tool, your odds are around 80% for a tier 1 and 25% for a tier 2. It falls after fast after that to 4% and <1% for levels up to 10. Failing an attempt can result in tool damage so it might not be wise to sit and try that <1% node 100 times in a row. Critical success can result in a much faster harvest.

    The difficulty calculation is based on your crafter level + your skillful harvest skill + any tool bonus + any other buffs or bonuses. So a level 5 with nothing else has a total skill of 5. A level 20 with 5 skill levels has 45. A high level with everything might approach a number of 150-200. I won’t share the exact math for calculating the odds but here is a shot of resource nodes 1-5 (they go to 10!) and total skill.

    [​IMG]

    So our level 20 example above would have a 71% chance of getting a tier 3 on his first try vs a 4% for the level 5 with no skills. The target was to make it so players will mostly be isolated to tier 1 and 2 stuff for their first few levels unless it was something they specialized in. As they level up, more tiers will move into the trivial category. Also, we will be adding a small bonus for each time you fail a node to reward the persistent types.

    Also, you’ll find that harvesting takes a bit more time than it used to. It will get down to about the same times you’re used to once you invest in a few levels of harvesting speedup skills. For higher level nodes though, this is intentional so it adds some risk to the harvesting. Time allows for patrols or spawns or other player to find you and interrupt you.

    I don’t think we got any in for this release but in future releases there will be ways to get a buff or blessing to boost your harvesting skill. There will be different quality harvesting tools that give bonuses of up to 25 or 30 points. We will even have foods that can add to your harvest skill. For this release though, players will probably be stuck with their base stats.

     
  2. Themo Lock

    Themo Lock Avatar

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    Thanks so much for this!
     
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  3. Spoon

    Spoon Avatar

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    Great to know, and good to link to as people will probably report most of this as bugs when it is really by design.
     
  4. Andrew Rodrick

    Andrew Rodrick Avatar

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    Interesting stuff as usual, thanks Chris.
     
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  5. Spoon

    Spoon Avatar

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    For ease of reference it might be good to provide clarification on some stuff so that when we link people here these common Qs will be covered.

    Prosperity tools status (effect & durability)
    How do you know what Tier a node is? (So you don't stand there at the <1% node).
     
  6. Net

    Net Avatar

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    Well, from what I saw in the game so far, every node so far has tier 1 stuff, but some nodes do have other stuff as well. I supose that once you hit high level ,you will be able to quickly find those high level nodes.
     
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  7. Themo Lock

    Themo Lock Avatar

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    I think the level of mobs in the zone is our best indicator.
     
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  8. Drocis the Devious

    Drocis the Devious Avatar

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    What little I've tried to harvest so far, every time I failed (not once did I succeed) the game log told me after the failure that I had a 25% chance. I would try again and "maybe succeed" but the game had a bug telling me it couldn't find BagID or something.
     
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  9. Silvanus

    Silvanus Avatar

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    After your first failure you get a message telling you what your probability of success is for that node.

    What I question is why every tree in a particular scene appears to have the same probability of success.
    It seemed odd to me that at 0 experience with all of the branches of the forestry skills at maximum (I think I allocated 85 or 86 points) and using a prosperity axe; that in one scene all trees were 72%, then in another all trees were 8% and in a third, all trees were 30%.
    Does that mean that now all of the nodes in a particular scene are going to give equivalent results once you are experienced enough to harvest them?
     
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  10. Chris

    Chris Tech Lord Moderator Ambassador SOTA Developer

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    Ooh, I don't like the sound of the BagID error! I'll see if this is a known issue. I think there might be an issue right now if the corpse times out and poofs while you're on it but that is the only issue I was aware of.
     
  11. Chris

    Chris Tech Lord Moderator Ambassador SOTA Developer

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    We will diversify more and more each release. We obviously want to keep the median tree at a tier comparable to the zone but in my opinion there should be diversity. Think a bell curve with the tier of the zone and tier of the resource lining up. A fair number of nodes will fall into the +/- 1 tier category and then 1 or 2 nodes in the +/-2 range.
     
  12. Chris

    Chris Tech Lord Moderator Ambassador SOTA Developer

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    As for the prosperity tools, the plan is that they are a small bonus (+10-ish) but indestructible. I'm not sure they got switched over or not to reflect that though as much of this just came online in the last few days. We'll get that in for live or in an early patch if it isn't that way already.
     
  13. Drocis the Devious

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    I should've taken a screen shot Chris. I believe I was on the King's Road, killing a few wolf spiders and trying to harvest from them when it happened on the second try (25% chance) using just regular tools....but I was trained at 10 for the extra harvesting chance (I can't remember the name of the skill).

    I don't think the corpse timed out. At least not visually.

    Because I didn't understand the system, I really didn't know what was going on so I didn't log a bug report.
     
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  14. Arkah EMPstrike

    Arkah EMPstrike Avatar

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    Will there be incentive for higher level crafters to buy lower tier resources?
     
  15. Fikule

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    Will we be able to max out every gathering skill on one character or will be end up having to specialise?

    I mean, if you can gather and craft everything yourself, there wouldn't be much trading going on.
     
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  16. Soultaker

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    What happen to the game ? I can't log on and I see nothing in forums about taking the game down.
     
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  17. Baron Blackbird

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    Howdy,

    Can you please expand on this, if you are able as I have an eye on the 3 Add On packs for tools of Prosperity. However, at $135 I'd like to know how they will rate on the level of tools because why they don't need repairing if they don't have the mentioned 25 to 30 points as other tools may have, then so not worth it in my opinion even to support development & I'll place my money elsewhere.

    Thank you very much for the information provided in your OP.

    Baron Blackbird
     
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  18. Drocis the Devious

    Drocis the Devious Avatar

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    If they don't need repaired, then they can't break either.

    The tools that give you more efficiency are going to be wonderful until they break or they have to be repaired several times.

    Having played Darkfall enough to know how important crafting tools can be (when they can only be used so many times before you have to buy new ones), I can tell you that the prosperity tools are well worth the money.
     
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  19. Silvanus

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    I can't tell if they are giving me any sort of bonus, but the axe isn't losing durability with use.
     
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  20. Chris

    Chris Tech Lord Moderator Ambassador SOTA Developer

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    There isn't a simple answer to this. With how the numbers are setup currently, you could max out all the gathering skills. That pool of skill points is shared with crafting so maxing out gathering skills might mean you're crippling your crafting skills. So if the question is can I max out all crafting, refining, and harvesting, the answer is no. There will have to be some amount of specialization.

    We're trying to design the skills such that you aren't required to max out everyone to succeed so just because you can't max everything out, doesn't mean you can't be effective. For instance, with harvesting, speed of collection is convenience element and not required. It will make harvesting in dangerous areas much easier but not mandatory. Meticulous collection gives a small bonus to the amount you'll collect over time but again, not required. Players will have to make some choices though but they aren't going to cripple your ability to harvest or craft.

    Also, while players will be able to level up their crafter level purely by harvesting, that process will become a very slow slog after the first 10 or 20 levels. Crafting items will generating higher exps. We got the start of that system but it will get much larger for R16. The idea behind the harvesting generating exps that don't scale as much as crafting is that you'll be able to do some leveling up in crafting through just being an adventurer/PVP who harvests but to really get to level 30+, you'll probably have to do some other crafting stuff.
     
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