An idea about Gathering ressources


Pathfinder Online

Goblinworks Founder

Now, I'm just a gamer, I don't program or know anything about producing a MMO. One thing I would love to see in game when thinking about gathering ressources for crafting or trading is dynamic or drastic change in the area where the gathering is done. I don't like when from out of nowhere some random rock spawn, you hit it with your pickaxe, 3 hit, it desapears and you collected a ton of Iron.

Wood should be chopped from forest.

Metal and rock should be mined with a pickaxe.

I think that Ultima Online was bang on when it came to gathering ressources. It was made from area, not from icons that you would click on the ground. There was NO tracker for ressources!

Anyway, just my two cents

Goblinworks Executive Founder

Honestly, I'd rather see NPCs handle the day-to-day gathering. We agree that tapping rocks with a pick-axe sounds about as fun as watching paint dry. Ore should be found in places in veins, while skins and the like should come from animal husbandry/hunting, etc, etc.

I would rather see players locate and identify a resource, then perform a series of quests which allows the necessary means to exploit that resource to be constructed. The resource could then also occasionally be threatened. For example, a player successfully locates an iron vein or a peat bog with iron, or wipes out a group of bandits with horses which he can use to start a ranch, or finds a good copse of quality oak, etc. Rather than just "press X to chop wood," he then has to drive out a nest of goblins who threaten the area, hire a few workers to work that resource, deal with an occasional ogre raid or theft from a thieves' guild who are menacing the area, etc.

This would also add to the economy as the development of resources becomes scare and can be controlled and contested.

Bread may be made for those who monopolize a particular industry.

Goblinworks Founder

I like the idea. But at first, when you start of as a poor peon in the kingdom, you should gather your ressources by yourself and then, maybe, when you are rich, you can employ people to do this in your stead

Goblinworks Executive Founder

Dalix wrote:
I like the idea. But at first, when you start of as a poor peon in the kingdom, you should gather your ressources by yourself and then, maybe, when you are rich, you can employ people to do this in your stead

Of course! Growth, increasing leadership and responsibility, having others depend upon your ventures and attempts to create something lasting after having risen from humble origins?

:D

Isn't that kind of the point?

Goblin Squad Member

I have to ask if you read the blogs before you came here?

Gathering resources involves prospecting for a good location, then setting up a camp for NPC's to harvest. You are responsible for providing them with food and wages, along with transporting the resources via caravan to the desired destination, all the while protecting or hiring protection for the entire operation.

I doubt players will be getting quests to find resource locations. NPC's take 21/256 hexes and the rest is open to the players.

Goblinworks Executive Founder

Valkenr, the blog states specifically that when you construct the camp, NPCs come and begin to work. However, there is certainly the possibility to allow prerequisites including quests and the like to occur before the resource can be exploited by the harvesters. I didn't say a quest to locate and prospect, though there really would be nothing wrong with that idea in and of itself. The precedent exists in the Stolen Lands, where players can learn about a very exploitable resource for later in Kingmaker long before they are ready to use it.

The plan already calls for camps to be threatened by PC and NPC attacks; attaching prereq actions on the part of players to let them exploit a resource is certainly not out of the question. Perhaps a player/group is made aware of a valuable resource in a place which would allow a lucrative camp to be built once a monster/threat is dealt with and a plan/technique is brought in from another group.

Goblin Squad Member

The Doc CC wrote:
We agree that tapping rocks with a pick-axe sounds about as fun as watching paint dry.

I just wanted to argue with this point...there are fun gathering systems, it does not even require minigames. Just because it sucks in most games does not mean it is a requirement (see Saga of Ryzom for an example of a system many enjoy).

This said, I hope they do not exclude the option of small time operations, individuals or small groups who are able to mine/harvest without NPCs. True to the blog, I hope they cannot mine more than they can defend...and probably put in their personal inventory, leaving them limited to small quantities of the most basic material...but I hope it is an option.

Goblinworks Executive Founder

Forencith wrote:
The Doc CC wrote:
We agree that tapping rocks with a pick-axe sounds about as fun as watching paint dry.

I just wanted to argue with this point...there are fun gathering systems, it does not even require minigames. Just because it sucks in most games does not mean it is a requirement (see Saga of Ryzom for an example of a system many enjoy).

This said, I hope they do not exclude the option of small time operations, individuals or small groups who are able to mine/harvest without NPCs. True to the blog, I hope they cannot mine more than they can defend...and probably put in their personal inventory, leaving them limited to small quantities of the most basic material...but I hope it is an option.

Initially I was going to disagree with you, but then I thought about the image of some lower-level characters stopping and panning for gold or engaging in other small-scale projects. That would not only completely fit the theme of the River Kingdoms without being an anachronism, but it would be a way for low-level or new characters to have a minimal/low risk way to acquire some resources. Low level characters scraping to find something they can use to start up does actually sound fun.

So yes, you're right, though hopefully the rewards of it would be small enough to encourage players to move into the larger economy once they can.

Goblinworks Founder

Valkenr wrote:
I have to ask if you read the blogs before you came here?

No. You sound like it was an obligation!

Anyway, I just wanted to create conversation, I'm sorry if my post was a pain and useless.

Edited to add :

I just read : Butchers, Bakers and Candlestick Makers posted by Ryan Dancey on Wednesday, April 11, 2012. WOW :)

Silver Crusade Goblin Squad Member

Dalix wrote:
Valkenr wrote:
I have to ask if you read the blogs before you came here?

No. You sound like it was an obligation!

Anyway, I just wanted to create conversation, I'm sorry if my post was a pain and useless.

Edited to add :

I just read : Butchers, Bakers and Candlestick Makers posted by Ryan Dancey on Wednesday, April 11, 2012. WOW :)

Not a pain. But, it does help to know the basic plans they have laid how. Now, knowing the general plan, do you have any ideas to add to the mix? The devs watch. Who knows if they end up using anything the crazy mob comes up with, but, if only 1% of us have a good idea....they've already got 40 people at a minimum with good ideas :D


A thing with forums is alot of old messages get buried beneath a sea of new ones and sometimes closed, locked or moved or attached to another area. So @Dalix and anyone else it never hurts to post and ask.

Silver Crusade Goblin Squad Member

Dalix wrote:
I like the idea. But at first, when you start of as a poor peon in the kingdom, you should gather your ressources by yourself and then, maybe, when you are rich, you can employ people to do this in your stead

+1

and a bonus +0.5 for using the word "peon"

Goblinworks Executive Founder

coach wrote:
Dalix wrote:
I like the idea. But at first, when you start of as a poor peon in the kingdom, you should gather your ressources by yourself and then, maybe, when you are rich, you can employ people to do this in your stead

+1

and a bonus +0.5 for using the word "peon"

Zug zug.

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