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Harvesting (aka Gushers)

Flari-Merchant
Theory on Gusher Mat Quantity: I think that the idea is to have "more" Gushers pop than would be "super rare", allowing more players to enjoy them, which means that the Lootz recovered from them needs be fairly "low" so resource materials do not become too easily obtained and wreck their value.
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Bob
Bringslite of Staalgard
Duffy Swiftshadow
Looks like I did miss something: the 100 resources removed is turned into 100 pulls of 1-5 of that resource. That makes the results much more time efficient, especially for a single resource and generates some without hurting the hex's rating. Much better than my initial impression.

I do agree with your other points. I'm also a little disappointed it doesn't seem like it will drive much PvP.
I wonder if the time of the harvesting were extended and correspondingly the potential "take", the rarity were dialed up some and finally, there were as server message…. something like "A Gusher has been Discovered in the Southern Cragthorns" might meet more enthusiasm or satisfy more concerns.

The Harvesting Sites do show up on the map for anyone running through the hex (or right nearby), but admittedly the original design assumed lots of players and therefore a higher likelihood someone would notice. I'll throw in a feature request for a wider announcement and see what we can do.
Bob
Bringslite of Staalgard
Theory on Gusher Mat Quantity: I think that the idea is to have "more" Gushers pop than would be "super rare", allowing more players to enjoy them, which means that the Lootz recovered from them needs be fairly "low" so resource materials do not become too easily obtained and wreck their value.

Yes, they're meant to be found pretty regularly, so they're not ridiculously valuable unless they involve a particularly valuable resource. If we wanted to make them too much more valuable, we'd probably need to make them rarer.

That said, we do want to make sure a harvesting operation is generally more productive than just running around gathering, and we'll tweak the numbers. However, that does somewhat need to take into account the tier of the resource being gathered. A T3 harvesting operation should probably bring in more T3 resources in total than a T3 gatherer could pull in of multiple resources by just running around gathering, but it doesn't necessarily need to bring in more total resources of all tiers during that time, given the lower value of lower-tiered resources. A T3 gatherer finding a T1 Harvesting Node may be better off ignoring it, or perhaps placing a kit and letting others protect it while the gatherer goes off gathering more stuff until the harvesting operation completes. On the other hand, a T1 gatherer finding a T1 Harvesting Node will almost definitely harvest resources more quickly than gathering them, given how slowly they gather things. The best option really depends on what gets found and what other options are available to the various characters involved in protecting the harvesting operation.
Flari-Merchant
You have answered one other question I had. Thanks!

You can find and must place it but need not stay around to protect and collect. That makes a possible new revenue stream.
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Nihimon
Bob
The kits are placed just like other buildings or camps, though the tier of the kit must be at least as high as the tier of the raw materials the Harvesting Node contains. The resulting Harvesting Site starts operating immediately after construction and immediately drains the hex of 100 units of its raw material. Roughly every 6-30 seconds (depending on tier/upgrade and the raw material's tier) for 100 cycles, the Harvesting Site will deposit 1-5 units (odds dependent on the skill of the character placing the kit, similar to the likelihood of getting multiple resources when gathering from a node) of its raw materials in a husk.

Bob
Bringslite of Staalgard
So basically, deployment reduces available materials overall by 100 on deployment and can gross 100-500 pieces

Correct, though the odds of getting more than 300, even for a very skilled gatherer, are extremely low.

Bob, can you clarify what you mean by "unit"? The reason I ask is because my Dowser frequently pulls 4 or more Essence at a time. My understanding is that would be 4 "units", which would reduce the rating by 4.

It seems like the primary benefit is getting 100 cycles at the initial quality without having to run around, but it seems like a marginal improvement, especially for Essences, at the cost of having to do a lot of extra fighting.

I guess it feels like it's going to be a bit lackluster, that most Harvesting Nodes will go unharvested, and that the opportunity costs of using a Harvesting Kit (no resources of any other kind for the duration, everyone assisting in the fighting not being able to do anything else) will often outweigh the benefits. In short, it feels like it's just another means of getting slightly higher (maybe) value/time out of the hex, but at potentially much higher cost.
Nihimon murmurs in sheer ecstasy as the magic courses through his veins
Bob
I made a slight edit to the original post to clarify something Cole and I were discussing this morning. It turns out that each character can only know the location of 1 Harvesting Node per hex at a time, not 1 Harvesting Node globally. That means that if you're not interested in the Harvesting Node you just found, you can always go to another hex and try to find a more valuable one there.
Bob
Nihimon
Bob, can you clarify what you mean by "unit"? The reason I ask is because my Dowser frequently pulls 4 or more Essence at a time. My understanding is that would be 4 "units", which would reduce the rating by 4.

Yup, that's what I mean by unit here.

Nihimon
It seems like the primary benefit is getting 100 cycles at the initial quality without having to run around, but it seems like a marginal improvement, especially for Essences, at the cost of having to do a lot of extra fighting.

There's a secondary benefit of lowering the hex ratings by only 100 while getting more than 100 unit in return, but yes, the primary advantage (particularly as a solo gatherer) is being able to get a higher amount of a specific resource during that time than you would have by gathering. Essences are admittedly probably one of the less valuable instances because those gathering nodes rarely provide much variety to begin with, but could still be worthwhile if you get a T3 Harvesting Node.

It's also important to note that this opens up a kind of gathering for more combat-oriented players, in that the gatherer who placed the kit doesn't even need to stick around. It also opens up the possibility of taking over a Harvesting Site through PvP, giving PvP players access to a form of gathering. Those clearly aren't direct benefits to the gatherer who placed the kits, but they're benefits to the game environment as a whole, assuming they're all balanced out properly.

Nihimon
I guess it feels like it's going to be a bit lackluster, that most Harvesting Nodes will go unharvested, and that the opportunity costs of using a Harvesting Kit (no resources of any other kind for the duration, everyone assisting in the fighting not being able to do anything else) will often outweigh the benefits. In short, it feels like it's just another means of getting slightly higher (maybe) value/time out of the hex, but at potentially much higher cost.

To a certain degree, they basically are meant to be just a way to get more of certain resources out of a hex faster using a different kind of effort (fighting creatures). That said, we do want to make sure that the payoff is compelling, particularly if you find a Harvesting Node for the highest tier you're able to gather, so I'm open to arguments if the payoff seems like it would rarely be compelling. On the other hand, if you're a Tier 3 gatherer and you find a tansy leaf Harvesting Node, then that's only really useful if you happen to really need tansy leaves, or if you can place the Harvesting Kit and turn it over to some T1 characters for whom that many units of tansy leaves would be a good return on their time. Alternatively, if the hex is infected, fighting the waves of attackers could also be a good way of lowering the escalation strength, and so the tansy leaves might just be a nice side-benefit. Outside of that, a T1 Harvesting Node isn't a great find for a T3 gatherer, and that's okay. Just keep gathering until you get a better one.
Flari-Merchant
@ Bob

Is it a correct assumption that monster waves will just spawn in the way that guards do when an outpost or holding is attacked?
Will each live(and close enough) NPC contribute points toward wrecking the…. "Gusher Shack" or is there a different plan?
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Flari-Merchant
Bob
To a certain degree, they basically are meant to be just a way to get more of certain resources out of a hex faster using a different kind of effort (fighting creatures). That said, we do want to make sure that the payoff is compelling, particularly if you find a Harvesting Node for the highest tier you're able to gather, so I'm open to arguments if the payoff seems like it would rarely be compelling.

You need to possibly consider that as escalations go, each group doing them usually has a method, some plan for each group they tackle and finally players choose the groups that they tackle. The toughest escalations are going to be the ones that most groups will not want to tangle with wave after stronger wave of NPCs. The mostest bad A$$ critters will wipe whole parties because they will be uncontrolled conditions. A great deal of resources will be used more quickly than normal and so used up very early. Power will run out. Pots, grenades and all tokens will get used with no time to break and get more. If it takes a few gear hits and maybe too many resources to do, even a payoff of 300 Truesilver Ore will seem like an unworthy prize for an hour's hard work for 6 players.

On the other hand, we get to choose when to throw a kit down so there is that. I just feel that gushers found in dangerous places will not be used either.
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Bob
Bringslite of Staalgard
Is it a correct assumption that monster waves will just spawn in the way that guards do when an outpost or holding is attacked?
Will each live(and close enough) NPC contribute points toward wrecking the…. "Gusher Shack" or is there a different plan?

The waves spawn somewhat similarly to the guards, though the entire wave appears at once. The attackers will spawn in from 35-50 meters away from the center of the Harvesting Site and then either attack nearby players or make their way to the site. While close to the site and outnumbering defenders, they automatically damage the harvester, very much like the capture game.
 
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