IDEAS FOR RYZOM


Harvest like fight

Loot from loot and battles at early levels differs not for better.
1, then 2 resources per node, spending half minute, while fighters get up to half dozen resources, spending few seconds.

With increasing production levels, the situation is slowly (very slowly) improving. More or less comparable production to level 50+.

And all this time, players-getters have to spend lot of time on empty waiting.

But even after reaching the first serious skill limit, it's easier and faster to kill mob of the same level as the player's highest skill than to get resources of the same level - checked many times.

Therefore, I propose to consider the mechanics of harvesting as a battle. Fortunately, both we and the node have hitpoints. If destabilization occurs, then we will receive damage (almost like from mob and we can even die in the process of harvesting :)). Focus is similar to stamina. The available amount of resources in the node at early levels almost does not affect anything, as well as the anger of the kami, which is important for bots, they can be ignored for now. There is only time limit that does not occur in the battle with mobs (or I have not yet encountered it, although I am already hitting level 90+).

Let's imagine that when reaching resource extraction site, we call bush (capable of evading :)), as in the tutorial, and defeating it, we get loot from this "mob", as from extraction site.

An alternative example is if the mobs run out of spawn, and the player wants to fight further, then you can call the mobs, instead of waiting for the automatic appearance after while. Especially true for quest creatures.

Another option is early completion (end) of resource extraction (by pressing special button by the player - next to "throw everything", "take everything", inactive until the end of the timer) - the action is similar to the complete depletion of the health of the node (without restoring focus after successful and careful harvest).

This simple action will allow you not to spend more time on simple nodes than on weak mobs. And the earner career will no longer be so flawed, compared to the hunter, at early levels.
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