Gathering Changes following the Treasure Rework

    • I really like the new look of the new resources. When it comes to the gathering treasures it will affect gatherers more negatively then positively. is it not way more fun as a gatherer to roam arround and have the excitement to find a (big)node. Now what will happen is you will just have gankers sit arround the nodes.

      If your introduces this make it not on the exact location.


      Myself I love to gather. Looking on the test server there is more (little) nodes now.
    • I think that the new nodes, being marked on the map, will favor large groups of players or players that have HO's on the map where they appear. They will be able to protect his gatherer while they try to gank the lone gatherer who approaches ...
      Until now it was fine, you could not search but you found it by chance, and if it was you who had found that node, congratulations, you were farming it nervous and praying that no one would come to compete for it or take it away from you.

      On the other hand, it also seems that it will increase the number of resources on the maps (larger piles for T7&T8 and T5&T6 nodes), which means less time to fill the bag but less market value of the material, right?
      That means more trips into the city, and also increasing the risk of being hunted and the time you spend traveling instead of collecting.
      Solo player. Adventurer Knight and Gatherer.
    • So every gear except gathering gear gets more item power.

      I would like to have at least a mini chance to fight back if the ganker makes big mistakes. because he aggro mob or smth.

      As with the last expansion only gathering gear got no more item power now again. That a bad thing.
    • Real talk you guys need to change gathering gear and backpacks. For starters no one really uses the gathering backpacks as they provide very little to nothing in terms of value. You give up a FS cape which is invaluable as a gather with these changes to nodes in the blackzone. Then with node size getting increased meaning gathers will be spending more time at a single node it would be nice to have gear give small amount of gathering speed when wearing the set to help speed things up.
    • The gathering abilities on chests could be reworked. It is a complete joke that you are farming faster for 8 seconds when it takes 8 seconds to farm 1 T8 (or something like that)

      Could rework in a way that the next 5-10 tick will be farmed 30% faster...
      Deathskills says 150m silvers is too much for 84-112 hours of active gameplay out of 168 hours a week has. Does not answer how much a ganker does under that time. This player is a joke.
    • IP of gathering will lag behind combat gear even more, further devaluating gathering specialisation.

      Also, it would be nice if there was a way to get easy way to acquire T4 spec.

      Now for T4 spec, you have to do yellow zone pretty much - and that´s really horrible. It would be nice if T4 was in roads, t4 resource mobs etc.
      My YT channel - Solo greataxe killing everything https://www.youtube.com/user/DhaosNK/video=7
    • Donger304 wrote:

      Real talk you guys need to change gathering gear and backpacks. For starters no one really uses the gathering backpacks as they provide very little to nothing in terms of value. You give up a FS cape which is invaluable as a gather with these changes to nodes in the blackzone. Then with node size getting increased meaning gathers will be spending more time at a single node it would be nice to have gear give small amount of gathering speed when wearing the set to help speed things up.

      Consi wrote:

      So every gear except gathering gear gets more item power.

      I would like to have at least a mini chance to fight back if the ganker makes big mistakes. because he aggro mob or smth.

      As with the last expansion only gathering gear got no more item power now again. That a bad thing.

      Agreed 100%. Both as a BZ gatherer and a crafter of gathering gear the quality of the gear means so little it makes toolcrafting (barring bags) feel like an afterthought. SBI will be careful about making gatherers too resilient to ganks and I wouldn't want it to be too easy to gather (risk and reward needs to be preserved) That said, perhaps a *little* extra health with quality and enchant would be okay, but IMO any extra item "budget" from quality/enchant should go to giving gatherers some kind of bonus stats against the elementals/animals matching the type of their gear. IE tier 7 quarrying gear could give some bonus damage and mitigation against t7 stone elementals and lower. If appropriate make elementals a bit tougher generally. Voila. The amount of silver you put into your gathering gear actually matters and it creates a further niche for gatherers to hunt one type of mob and perhaps could allow for serviceable DPS against the group bosses that you can just stay in your gatherer gear for the fight.

      I'm not sure if that would be the solution for the backpacks, but there definitely needs something to put them anywhere near the utility of a Fort Sterling Cape.
    • Druhran wrote:

      Donger304 wrote:

      Real talk you guys need to change gathering gear and backpacks. For starters no one really uses the gathering backpacks as they provide very little to nothing in terms of value. You give up a FS cape which is invaluable as a gather with these changes to nodes in the blackzone. Then with node size getting increased meaning gathers will be spending more time at a single node it would be nice to have gear give small amount of gathering speed when wearing the set to help speed things up.

      Consi wrote:

      So every gear except gathering gear gets more item power.

      I would like to have at least a mini chance to fight back if the ganker makes big mistakes. because he aggro mob or smth.

      As with the last expansion only gathering gear got no more item power now again. That a bad thing.
      Agreed 100%. Both as a BZ gatherer and a crafter of gathering gear the quality of the gear means so little it makes toolcrafting (barring bags) feel like an afterthought. SBI will be careful about making gatherers too resilient to ganks and I wouldn't want it to be too easy to gather (risk and reward needs to be preserved) That said, perhaps a *little* extra health with quality and enchant would be okay, but IMO any extra item "budget" from quality/enchant should go to giving gatherers some kind of bonus stats against the elementals/animals matching the type of their gear. IE tier 7 quarrying gear could give some bonus damage and mitigation against t7 stone elementals and lower. If appropriate make elementals a bit tougher generally. Voila. The amount of silver you put into your gathering gear actually matters and it creates a further niche for gatherers to hunt one type of mob and perhaps could allow for serviceable DPS against the group bosses that you can just stay in your gatherer gear for the fight.

      I'm not sure if that would be the solution for the backpacks, but there definitely needs something to put them anywhere near the utility of a Fort Sterling Cape.
      Honestly the passive gathering buff on the gear could just scale on item power. This makes IP very good on the gear and opens up T.1/2/3 gathering gear crafting. The base tier would still control the maximum tier of resource the gear works on though.
    • I feel you went a bit overboard on the reduction of T7/T8 spawns in the open world. An example would be a T7 Steppe zone that has areas completely devoid of any resource type. I also think the Plentiful Resources should have a chance to spawn more then 1 at every interval. Perhaps you can have it so higher level tier maps have a higher chance of spawning additional nodes with the Plentiful Resource timer. Overall I think gathering is better now for everyone vs just the reset gatherers like it was before. I also don't know if big nodes spawn in the roads anymore, but I feel you butchered these roads. Originally you were going to have gathering dungeons but decided against it because you added in the roads. However, with the update I find many of the areas devoid of basically anything now, unless I'm just not lucky...

      Please go back and do a pass on all gathering gear again. For instance Courier passive should be removed from all combat boots and put onto the gathering gear boots instead (this frees up a passive slot now for the combat boots). Update gear so it adds gathering speed + increase yield chance on the pieces. This hasn't been looked at for a very long time and the game has changed drastically since the original patch that added in gathering gear. Please add Satchet of (Harvesting, Skinning, Fishing, Logging, Mining, Quarrying) to help with the gathering grind since you've reduced T7/T8 (and fishing pools) by a lot.

      Also consider adding in Resource Caves via maps that drop from mobs / resource guardians etc in the open world. This would add a little bit more content.
      Some of you call me Toxic, but my name is Melvin! - Passing toxic gas since Albion 2016 Ppppprrrrrrrrrrtttt.... Self proclaimed hater of Slayaahata aka SyndicLite aka Simp King of Albion Online

      The post was edited 6 times, last by Jerek ().

    • Feedback since Lands Awakened went live:

      Treasure Resources:

      I really like this idea because it encourages emergent gameplay and actually keeps you on your toes as a gatherer. It's a really interesting mechanic but there needs to be more that spawn then just one every 30+ mins. I suggest at least giving the chance for more to spawn up to X amount based on the Tier of the zone. With a few extra nodes that have a chance of spawning it will split up players a bit more. This can create even more emergent gameplay situations.

      Example:

      Tier 5 Zones: 1 Plentiful Resource spawn every X mins with 10% chance to spawn additional one.

      Tier 6 Zones: 1 Plentiful Resource spawn every X mins with 15% chance to spawn additional node.

      Tier 7 Zones: 1 Plentiful Resource spawn every X mins with 20% chance to spawn up to 2 additional nodes.

      Tier 8 Zones: 1 Plentiful Resource spawn every X mins with 25% chance to spawn up to 2 additional nodes.

      Small Tier 7 and Tier 8 Resources Nodes

      I think this is a great idea as now gatherers who don't have the ability to do reset or just more of a casual gatherer can benefit from these unlike before. HOWEVER, there just doesn't seem to be enough of the small nodes in the T7/T8 zones. There's literally big spots on the maps where there are 0 resources unlike before. I personally think you under tuned the node spawns too much and you should consider increasing these small nodes by about 25-35% more in the zones. Other then that well done on this.

      Roads of Avalon

      You've basically butchered this type of content with the new update. Many places in the gathering areas are barren or have like 3 small nodes vs before which is really bad. I know you took away the big nodes from the open world but I think you should revert the changes in the roads and have the big nodes in there. The roads are a very cool and special type of gameplay and now it's almost pointless to use them except for travelling, and the Avalonian chests. If you won't add the big nodes back in please do a pass on the roads again and increase the number of small node spawns. I don't know if the Plentiful Resources spawn in the roads but I haven't seen any in my time using them since the update.

      Gathering Gear

      Since the update I see a lot of gatherers now just wearing combat gear because of the added risk factor. Please go back and revamp the gathering gear with a future update. Take out the passive Courier from the combat boots to free up a combat passive for them. Add Courier passive to all gathering boots. Have gathering gear add gathering speed / amount based on the tiers. Create unique passive abilities on the gathering bags so gatherers actually start using those instead of always Fort Sterling capes. Do a pass on all abilities and make more of them useful like how good the Flee ability is.

      Example:

      Remove Tree Truck ability from Lumberjack Cap and add ability to Lumberjack Backpack.

      Tree Trucks: When your health drops below 50% throw out 3 tree trunks behind you. Any enemy hit will be knocked 14.44m away.

      I love the update even with the few flaws I see in it. Overall it's better for all gatherers now but please up the small spawns on the maps because they are way too barren.
      Some of you call me Toxic, but my name is Melvin! - Passing toxic gas since Albion 2016 Ppppprrrrrrrrrrtttt.... Self proclaimed hater of Slayaahata aka SyndicLite aka Simp King of Albion Online

      The post was edited 4 times, last by Jerek ().

    • Jerek wrote:




      Gathering Gear

      Since the update I see a lot of gatherers now just wearing combat gear because of the added risk factor. Please go back and revamp the gathering gear with a future update. Take out the passive Courier from the combat boots to free up a combat passive for them. Add Courier passive to all gathering boots. Have gathering gear add gathering speed / amount based on the tiers. Create unique passive abilities on the gathering bags so gatherers actually start using those instead of always Fort Sterling capes. Do a pass on all abilities and make more of them useful like how good the Flee ability is.
      People dont wear combat gear because of added risk factor. That´s nonsense. Gathering gear is the ultimate escaping gear.

      People wear combat gear because of open world mobs. Those are free fame. Swapping for gathering and combat gear every minute or two is not only not fun and a major chore, but you also have to wait for stacks because of that.
      For that reason, gathering gear is quite useless. I just use it for escape set.

      Gathering gear definitely needs some changes. And escaping abilities with 2 -3 minutes cooldown ? That´s just horrible.

      + undead cape all the way ! :D
      My YT channel - Solo greataxe killing everything https://www.youtube.com/user/DhaosNK/video=7
    • Borbarad wrote:

      Jerek wrote:

      Gathering Gear

      Since the update I see a lot of gatherers now just wearing combat gear because of the added risk factor. Please go back and revamp the gathering gear with a future update. Take out the passive Courier from the combat boots to free up a combat passive for them. Add Courier passive to all gathering boots. Have gathering gear add gathering speed / amount based on the tiers. Create unique passive abilities on the gathering bags so gatherers actually start using those instead of always Fort Sterling capes. Do a pass on all abilities and make more of them useful like how good the Flee ability is.
      People dont wear combat gear because of added risk factor. That´s nonsense. Gathering gear is the ultimate escaping gear.
      People wear combat gear because of open world mobs. Those are free fame. Swapping for gathering and combat gear every minute or two is not only not fun and a major chore, but you also have to wait for stacks because of that.
      For that reason, gathering gear is quite useless. I just use it for escape set.

      Gathering gear definitely needs some changes. And escaping abilities with 2 -3 minutes cooldown ? That´s just horrible.

      + undead cape all the way ! :D
      The players I've seen a lot on the big nodes are wearing combat gear and also gathering. They don't have high spec either but this is in an area of the black zone that maybe different then where you are. The backpack example didn't mention any 2-3 minute cooldown so I'm not sure where you are getting that from other then the ability I swapped from the helmet. Obviously you would want to tweak those cooldown numbers but I purposely don't put numbers in my examples because people like you always nit pick those details to death so I'll leave that up to the balance team; thanks for the feedback.
      Some of you call me Toxic, but my name is Melvin! - Passing toxic gas since Albion 2016 Ppppprrrrrrrrrrtttt.... Self proclaimed hater of Slayaahata aka SyndicLite aka Simp King of Albion Online

      The post was edited 1 time, last by Jerek ().