Caldeathe Baequiannia Goblin Squad Member |
Nihimon Goblin Squad Member |
I don't really have a problem with folks posting resource maps. I just don't want the most detailed maps to be the hexes next door to Phaeros.
I also think it's very important for folks to understand the risks of harvesting valuable resources in other groups' territory.
And yeah, Player Looting needs to go in soon.
Giorgo Goblin Squad Member |
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Tier 1
Chemical: Belladonna Berries, Blood Nettle, Bloodflower Gum, Brimstone, Buckthorn Berries, Cabble-Weed, Chickweed, Cinnabar, Coltsfoot Leaves, Dragon Leaves, Dreamglow Mushrooms, Fennel Seeds, Foxfire, Gentian, Greenweed, Hyssop Oil, Juniper Berries, Lamp Oil, Laurel Leaves, Neversleep Sap, Sal Ammoniac, Smoke Peppers, Smoke Peppers, Tansy Leaves, Valerian Root
Essence: Antithesis, Esoteric, Ordered
Gems: Chrysoprase, Freshwater Pearl, Tigereye, Bloodstone, Moonstone, Onyx, Tigereye
Leather: Animal Pelt, Beast Pelt
Ore: Copper Ore, Coal, Iron Ore, Silver Ore
Textiles: Hemp, Wool
Wood: Pine Logs, Yew Saplings
Tier 2
Ore: Gold Ore, Lodestone, Meteoric Iron Ore, Textiles, Cotton
Wood:: Maple Sapling, Oak Log
Gems: Deep Blue Spinel, Golden Yellow Topaz, Jade, Jet Red Garnet, Small Diamond
Chemical: Antimony, Centaury Leaves, Cypress Oil, Nettle, Saltpeter, Quicksilver, Vervain Leaves, Yarro Flowers
Tier 3
Ore: Adamantine Ore, Platanium Ore, Truesilver Ore
Textiles: Silk, Wood, Ash Log, Ghostwood Log
Chemical: ?
I lost the reference link; does anyone know where the source of this info is? thanks
(I have like 10 spreadsheets and player resources open; I don’t see it; and I need to check for accuracy and changes.)
Giorgo Goblin Squad Member |
Guurzak Goblin Squad Member |
Nihimon Goblin Squad Member |
Nihimon Goblin Squad Member |
Giorgo Goblin Squad Member |
Giorgo Goblin Squad Member |
Nihimon Goblin Squad Member |
Giorgo Goblin Squad Member |
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Home/Gathering Part 2
Lee Hammock wrote:
So some insight into how gathering works.
The number of items you get from a single node is based on your skill level. You always get at least two, but can get up to 10 in multiples of 2.
Hexes have ratings for each resource in the game, with most hexes having 0 in everything but 9-12 resources. These ratings generally do not go below 100 and not over 5000.
Each time you harvest a node a check is run to determine what you get. First the number of items you get is determined based on skill level. Then, for each item the ratings of the different resources are run as relative weights. So if you have 1000 coal and 1000 iron, you have a 50/50 chance of getting either. Each time you get an item, that associated resources goes down by 1 per item. So if you have a hex with 1000 coal and 1000 iron and get two iron from a node, it now has 1000 coal and 998 iron, so you have slightly less than a 50% chance of getting more iron. The ratings recover over time, though due to some bugs they are being reset more often than expected so you are unlikely to see any hex get completely drained currently. It's on the list to get fixed.
You can only get the resources that you meet the requirements to gathering. So if the above hex with 1000 iron and 1000 coal also had 1000 meteorite iron, you would still have a 50/50 shot at coal or iron if you are a tier 1 gatherer. If you are a tier 2 gatherer, you now have a 33/33/33 split between iron, coal, and meteorite iron. Note that in hexes that are closer to starter settlements the tier 1 stuff is likely to already be drained somewhat while whatever tier 2 stuff is less drained, so once you get tier 2 gathering skills you are likely to see a lot of tier 2 stuff in those hexes.
Right now we don't have the tech to do inherited trains on items so you can't use higher tier stuff for lower tier stuff.
Stephen Cheney wrote:
Once the full economic pipeline starts to develop, we think it's not particularly likely that you'll want to use higher-tier components in place of lower-tier ones. Their relative rarity should mean you could trade one of them for multiples of the lesser equivalent once there are a lot of gatherers using the market and a lot of players wanting higher-tier gear.
Stephen Cheney wrote:
'm not sure precisely what logic is in place to make sure you only get lower-tier stuff if that's all you can gather, even if the node could give you higher stuff. But the basic idea is:
1. Hexes have different piles of materials that get depleted as they're gathered.
2. Normally, T1 items have much higher starting numbers than T2 (and T3 is even smaller).
3. The chance to drop something, if you can gather all Tiers, is proportionate to the numbers remaining (e.g., if there's 8000 points of a T1 item and 2000 points of a T2 item, you have an 80% chance of getting the T1 and a 20% of the T2).
4. If you can only gather T1, it'll only give you T1, even if T1 has been depleted sufficiently that there's actually a really good chance of getting T2.
5. That means that a lot of T1 gatherers hitting a hex can deplete T1 drop chances until they're less than T2 drop chances (because nothing T2 is dropping to get depleted).
6. Thus, once a T2-capable gatherer comes along, the chance for T2 is very high (because they're no longer forcibly being replaced with lower-chance T1 items).
At least that's my guess as to what's going on. Easy way to tell should be that the T1 items in hexes where you're mostly getting T2 come in at heavier purities than the T2 items (indicating that they're starting to get mined out).
Chance for more than one of something from a node is directly scaled to skill total. Miner 12 should get more items per node on average than Miner 7.
Higher skill total also improves your gathering speed; without any other skill total bonuses, Miner 12 completes a gather in 76% the time a Miner 7 does. We sped up the base gathering times pretty dramatically, so you may not notice the difference of a second or so for nodes, but it should make a big difference when we have gushers: harvesting operations are likely to take a long time, and higher skill means pulling out more materials in the same period of time. That's pretty helpful when monsters are coming at you in timed waves and rival players are more likely to try to claim jump you the longer you're set up in an area. There are also likely to be additional high-skill benefits for harvesting, beyond just faster production.
I don't believe depletion affects the actual number of nodes spawned in a hex until numbers get really low.
Currently, Tier 1 Expendables have a .2% drop rate off of level 1 creatures. They go up to a 1.4% chance on 7th level monsters (past that, the chance for T1 goes down as the chance for T2 starts and goes up).
I plan to increase that once we see how common they become in the markets. That chance is, indeed, quite small per individual person, but we don't yet know how commonly available they'll be once players start getting all the ones they want and selling all the rest. The danger in making them more common is that, over time, a glut of them build up and their value plummets to nothing.
Min gather rank in the raw materials sheet is only 0, 7, or 14, so it should be working as described, but we're looking into why that might not be the case.
Just to be absolutely clear:
T1 starts at (Gather Skill) 0
T2 starts at (Gather Skill) 7
T3 starts at (Gather Skill) 14Yes?
Currently, the escalations shouldn't have any effect on harvesting in infected hexes, other than to potentially make harvesting more dangerous.
Currently escalations do not affect resources, but better resources do show up in hexes that can be infected by escalations.
If you gather all the resources of a given type in a hex it will give you the insufficient skill message if there are resources available from that node that you do not have the skill to harvest. The node that was mentioned that changed in resource nodes most likely had most of its minerals mined out while you were gone.
Due to the utter rapacious greed of the player base it seems my resource allocations were too small, so I will be upping the resource values for most hexes. You'll find the same stuff in the same places, only more of it before it runs dry.
You should theoretically get at least 2, but up too 10 if you had max level skill (and admittedly some feats that will be part of the commoner path that boost your gathering skill totals, or gear that boosts gathering skills). Getting 6 around 16 is about right with the scale. Your skill total at that point is 160 (skill levelx10), but the max is 300.
Yep, that's what I thought, this is getting looked at as the numbers are substantially off where they should be. Any similar information going forward would be greatly appreciated; large scale harvesting is one of the things that is really hard for us to test in the office since it takes a lot of people who should be making a game.
Yeah, Scavenging is the "potpurri" category of gathering. You can get basically anything from scavenging nodes, but they'll usually put out whatever stuff the hex has that isn't prioritized for the other node types. For example, the main place you'll get metals out of scavenging nodes are in hexes that don't support mining nodes (and, consequently, don't have the vast amount of metals common to mountains and hills). I'll need to check with Lee, but I don't think they're meant to put out anything that the hex generates in nodes of the other three types within that hex.
Cheatle, thanks for all that data. It is indeed super useful. If anyone else has other feedback on what they are finding please post it. Resource ratings for the hexes are something that will be continually tweaked.
Once we get a better sense of whether enough leather is entering the game from scavenging nodes, we'll probably up the pelt drop rate from animals and beasts. Right now, they have a really good chance of dropping leather when they drop a salvage component, but they only have the same chance to drop a salvage component as anything else of their level.
<Kabal>Keign Goblin Squad Member |
Dazyk Goblin Squad Member |
<Tavernhold> Locke Goblin Squad Member |
In two different mountains, I have found moonstone along side iron at about a 10% level (gathered 10x the iron as moonstone). I know of one place with greenweed and have previously share with Thod. I was told that there is also a site south of Phaeros
Current visit to these sites, and EXTENSIVE harvesting finds little greenweed. I suspect that the ALPHA distributions are not repeated in EE.
Sorry, my hopes of "knowing" where to go has fallen through. Greenweed is probably active in a weird remote forest. (DANG) I was hoping to use that special knowledge. I think I still know Moonstone, but a player in Talonguard traded 20, so there is a hot spot by Thornkeep that is better that I knew.
Let me know what you find. I agree this should be public and will be known within settlements. It should not be something noobs don't know.
Giorgo Goblin Squad Member |
Giorgo Goblin Squad Member |
Bunibuni wrote about Indigo and woad:
Swamps near Hammerfall and most of the hexes along the bottom SE corner of the map. And only one way out of the bottom area, through a monster hex, so have fun down there. :)
<Tavernhold> Locke Goblin Squad Member |
Giorgo Goblin Squad Member |
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Harad's Unofficial PFO Map:
Regions
Bulwark Hills
Central Echo Woods
Crusader Lowlands
Emerald Spire
Highwater
Northern Cragthorns
Riverfields
Southern Cragthorns
Southern Echo Peaks
Southern Echo Plains
Southern Echo Wood
Splinter Peaks
Thornwood
Toad Hollow
Traveler's Wood
Uncar's Reach
Western Echo Plains
Western Echo Woods