Question for Lee about resources from nodes vs Bulk Goods / PoI's.


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Goblin Squad Member

This has been on the back of my mind for a while.

I always figured that the resources we find in nodes (and soon gushers) were a completely different beast then the Bulk Goods we will be able to acquire through Mining PoI's and such.

Resources from nodes and gushers are for Craftables, while Bulk Goods are needed for creating new buildings in the Settlement, and maintaining the settlement (Bulk Food and such).

However a remark from Ryan (I think) threw me off, saying that the resources that we find in nodes(including gushers) are only about 30% of the total amount of the resources in the game.

Now I was wondering, will a Mining PoI be able to produce regular True Iron resources too, that can be used for weapon making? Or will Bulk Ore(or Bulk Iron as it was once phrased) be able to be used for weapon-making?

I ask this also because I noticed that Coal and other ores from nodes weigh a whopping 0.5 a piece. I can see the need for this, since these are the ingredients to make the more persistent items like weapons and armor, which will often be threaded.

However, if True Iron ore can be produced in larger quantities in a Mining PoI, then I do not see many gatherers bother with ore and coal from nodes. Mainly because I expect a Mining PoI to have organized handling of the transport of these heavy resources too (caravan).

Thanks!

Goblin Squad Member

Tyncale wrote:
However a remark from Ryan (I think) threw me off, saying that the resources that we find in nodes(including gushers) are only about 30% of the total amount of the resources in the game.

I have no memory of such a quote from anyone.

The closest I can recall says something else entirely:

There are two kinds of harvesting.

Easy: You walk up to a harvesting node, and extract the resource it contains. Right now, if you are not threatened by a PvE mob, you won't be interrupted by a PvE feature while you do the extraction.

Hard: You walk up to a harvesting node, start to extract the resource it contains, and it gushers. To get the full value out of a gusher you have to deploy a harvesting kit. Once that kit is deployed, it begins to attract monsters. There's no mechanical reason we couldn't spawn particularly challenging monsters in the area to be attracted to the harvesting kit. This is a "dial" we can adjust to ramp up or down the challenge level of the experience.

Most resources in the economy will come from Hard Mode gushers not Easy Mode harvesting. Easy Mode will give you a trickle of usable assets to sell. Hard Mode will give you a resource stream that you can leverage into a meaningful amount of commercial activity at scale.

"Serious Harvesters" are going to be focused on Hard Mode because that is where the real "money" will be. Easy Mode harvesting will be something you do as you train up to be able to engage in serious Hard Mode harvesting, or something you do as a distraction to something else - a convenient way to add value to being in the wild pursuing some other goal.

What you are seeing in Alpha right now is all Easy Mode.

Goblin Squad Member

Right now the harvesting is totally borked. In some hexes you don't get the window after done the harvest action. We think it is related to T1 goods, as those times it do work, it is always T2 materials present. In other hexes everything seems to work without problem ...

Goblin Squad Member

Nihimon wrote:
Tyncale wrote:
However a remark from Ryan (I think) threw me off, saying that the resources that we find in nodes(including gushers) are only about 30% of the total amount of the resources in the game.

I have no memory of such a quote from anyone.

The closest I can recall says something else entirely:

There are two kinds of harvesting.

Easy: You walk up to a harvesting node, and extract the resource it contains. Right now, if you are not threatened by a PvE mob, you won't be interrupted by a PvE feature while you do the extraction.

Hard: You walk up to a harvesting node, start to extract the resource it contains, and it gushers. To get the full value out of a gusher you have to deploy a harvesting kit. Once that kit is deployed, it begins to attract monsters. There's no mechanical reason we couldn't spawn particularly challenging monsters in the area to be attracted to the harvesting kit. This is a "dial" we can adjust to ramp up or down the challenge level of the experience.

Most resources in the economy will come from Hard Mode gushers not Easy Mode harvesting. Easy Mode will give you a trickle of usable assets to sell. Hard Mode will give you a resource stream that you can leverage into a meaningful amount of commercial activity at scale.

"Serious Harvesters" are going to be focused on Hard Mode because that is where the real "money" will be. Easy Mode harvesting will be something you do as you train up to be able to engage in serious Hard Mode harvesting, or something you do as a distraction to something else - a convenient way to add value to being in the wild pursuing some other goal.

What you are seeing in Alpha right now is all Easy Mode.

I remember there was some discussion about the amount of resources needed to craft something, then some talk about gushers and then Ryan or another dev chiming in with the remark that nodes (including gushers) will only be a small part of the total resources. I remember 30 % or a third or something.

But I can't find that quote either! I am probably wrong.

Edit: I did find a quote from Lee though where he states that Bulk goods are indeed for settlement building only, not crafting: Bulk goods

So the question that remains is wether a Mining PoI can also produce regular crafting goods, next to Bulk Goods.

Goblin Squad Member

Schedim wrote:
In some hexes you don't get the window after done the harvest action.

Rob Hodgson said on the Alpha boards that's a known issue they're trying to get into a build for today, but he didn't know whether it'd make it. He also said that means you got nothing from the harvest.

Goblin Squad Member

T7V Jazzlvraz wrote:
Schedim wrote:
In some hexes you don't get the window after done the harvest action.
Rob Hodgson said on the Alpha boards that's a known issue they're trying to get into a build for today, but he didn't know whether it'd make it. He also said that means you got nothing from the harvest.

And that must mean that there isn't a daily reset any longer because it was reported from three different areas, and there was every other hex we checked...

Goblin Squad Member

Schedim wrote:
T7V Jazzlvraz wrote:
Schedim wrote:
In some hexes you don't get the window after done the harvest action.
Rob Hodgson said on the Alpha boards that's a known issue they're trying to get into a build for today, but he didn't know whether it'd make it. He also said that means you got nothing from the harvest.
And that must mean that there isn't a daily reset any longer because it was reported from three different areas, and there was every other hex we checked...

No. I don't think the issue is a lack of resources (which a reset would fix) I think it's a bug in the whole process of harvesting.

Goblin Squad Member

Caldeathe Baequiannia wrote:
No. I don't think the issue is a lack of resources (which a reset would fix) I think it's a bug in the whole process of harvesting.

Agreed. It felt to me like there was a gap in the resource table, a NULL resource. Each harvest appears to checks twice for resources. If the RNG hit the gap once, I found only one drop. If the RNG hit the gap twice, I got no drops - no loot window at all.

Goblin Squad Member

It is a bit strange because it varies in frequency between hexes and it affects all three node types. In Thods and my test it varied in connected wood hexes (that should be drawing from the same set) between always, sometimes and never. Independent of node type BUT when nodes worked in a borked hex it was always with T2 resources (in my case plant, and in Thods case mining).

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