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Other => FOnline:2238 Forum => Archives => Closed suggestions => Topic started by: DiSh on March 04, 2010, 06:54:58 pm

Title: Ease the tedium of material gathering
Post by: DiSh on March 04, 2010, 06:54:58 pm
As it stands, when you're gathering materials, you gather that fiber, bunch of fruits, a clump of ore or minerals... and then you alt-tab out of FOnline for the gathering delay and repeat until you have what you need.

The gathering delay isn't long enough to go do other stuff ingame, but it's too long to actually wait it while ingame.

What I propose is, that like with crafting, you can repeat gathering immediately until your CD reaches a certain point. People still couldn't gather any faster over long time periods, so economy shouldn't be compromised, but instead of waiting (wasting) five minutes next to the harvestable resource, they can go out adventuring for 30 or 60 minutes.

When I log on, I want to play. Then I remember "Oh yeah, I lost my gun. This is gonna take a while again." If this suggestion is implemented, we don't have to spend an hour or two just gathering materials. Instead we can gather those materials in a few minutes, craft a weapon an some ammo, and go out there looking for trouble.
Title: Re: Ease the tedium of material gathering
Post by: UbiValkin on March 04, 2010, 07:01:12 pm
Alts owns. While CD on one, log in with second, etc.
Title: Re: Ease the tedium of material gathering
Post by: gordulan on March 04, 2010, 07:17:27 pm
maybe have a stackable cooldown on gathering, maybe 9 minutes gather cooldown limit until it has to recharge?
Title: Re: Ease the tedium of material gathering
Post by: GroeneAppel on March 04, 2010, 07:20:03 pm
Agree, 5 minutes is to short to do anything out game and to long to wait for ingame.
I suggest a 10 minute cooldown instead and double the resources. This is the exactly the anti alt timer. So it would be usseles to switch accounts.
Title: Re: Ease the tedium of material gathering
Post by: Alvarez on March 04, 2010, 07:22:35 pm
1.Passive Rock critter with 100 HP.
2.Kill it with 10 sledgehammer hits or one dynamite.
3.Loot the "corpse" for ore or minerals.
4.???
5.PROFIT!
Title: Re: Ease the tedium of material gathering
Post by: avv on March 05, 2010, 04:22:11 pm
I suggest a 10 minute cooldown instead and double the resources. This is the exactly the anti alt timer. So it would be usseles to switch accounts.

We had 10 min mining cooldown before this current one and everyone hated it.

So far making gathering cooldowns similar as crafting cooldowns is one of the best choices.
Title: Re: Ease the tedium of material gathering
Post by: gordulan on March 05, 2010, 04:49:13 pm
alvarez, i like where you're going with this, it feels unconvetional and something that would be interesting to see implemented, a big golden star from my end for your suggestion about the rock critter.

(http://www.psdgraphics.com/wp-content/uploads/2009/04/gold-star.jpg)
Title: Re: Ease the tedium of material gathering
Post by: Roachor on March 05, 2010, 06:43:05 pm
We had 10 min mining cooldown before this current one and everyone hated it.

So far making gathering cooldowns similar as crafting cooldowns is one of the best choices.
agreed
Title: Re: Ease the tedium of material gathering
Post by: GroeneAppel on March 05, 2010, 07:56:26 pm
agreed

Which is where the problem lies, you could just loggof to a different account.
However, here is improved idea: make the cooldowns similar to crafting cooldowns but instead of 60 minutes limit it to 10 minutes.
Title: Re: Ease the tedium of material gathering
Post by: UbiValkin on March 05, 2010, 07:59:44 pm
Which is where the problem lies, you could just loggof to a different account.
However, here is improved idea: make the cooldowns similar to crafting cooldowns but instead of 60 minutes limit it to 10 minutes.

Or, if it's possible (I think not) to freeze gathering (ONLY gathering) cooldown if character isn't logged in.
Title: Re: Ease the tedium of material gathering
Post by: Alvarez on March 05, 2010, 08:09:30 pm
alvarez, i like where you're going with this, it feels unconvetional and something that would be interesting to see implemented, a big golden star from my end for your suggestion about the rock critter.

Thanks! ;D

I had a few more thoughts on this idea, such as use of proper Outdoor skill and balancing the 'farming' out.
Besides, the rock critter is more a suggestion for fixed mine locations, where it can respawn.
Random encounters are stressing enough, because you don't know what awaits you. Discovering for the x-th time, that it was a mere rock, could be frustrating. (i don't know if it's possible to fix a NPC to a random desert map without making it a actual encounter)

Technical issues could be also encountered in statistics and damage type. (i don't want to know how much rocks i killed (but perhaps my mining efforts) and there's no much sense in mining with a Minigun or flamer)

However, the good thing would be that Explosives experts and Outdoorsmen would find one more good reason to learn and level. The amount, location, spent time on searching and type of 'loot' can vary, adding a randomisation factor to crafting plans, thus minimising 'farming'.
Mining time would depend on Strength, by inflicting more damage on rocks.
I guess it's also technically easier to command a slave or other worker to attack and loot the rock rather than command a NPC to use a mining instance.
Title: Re: Ease the tedium of material gathering
Post by: blahblah on March 05, 2010, 08:39:27 pm
The timeout is actually 6 minutes.
It's enough to get some ore, go back to NCR, make it into Metal Parts, shout WTS 3 times, sell it or go out again and gather some more :p
Title: Re: Ease the tedium of material gathering
Post by: Badger on March 05, 2010, 08:54:21 pm
1.Passive Rock critter with 100 HP.
2.Kill it with 10 sledgehammer hits or one dynamite.
3.Loot the "corpse" for ore or minerals.
4.???
5.PROFIT!

Oh goddamn that is good. If the market gets flooded - just increase the HP. While yes, it is disguising one form of timewasting for another, it's a lot more intuitive than 'You must wait before you can mine again'.

It's how people feel about the thing their time is being wasted on that makes them bored. Not the mere fact they are wasting their time. And people are definitely a lot more hostile to imaginary counters that tell you you're tired than they will be  to a rock critter with 100HP that they have to smash to death.
Title: Re: Ease the tedium of material gathering
Post by: Solar on March 05, 2010, 09:17:18 pm
Quote
Oh goddamn that is good. If the market gets flooded - just increase the HP. While yes, it is disguising one form of timewasting for another, it's a lot more intuitive than 'You must wait before you can mine again'.

It also actually wastes their time, rather than gives them free time. If people to choose to stand around doing nothing in the countdown thats their choice. Forcing them to stand around, however much you personally like the disguise behind it, is not a good option.
Title: Re: Ease the tedium of material gathering
Post by: Badger on March 05, 2010, 09:47:42 pm
If people to choose to stand around doing nothing in the countdown thats their choice.

That's the spirit. It's not because of the devs that gathering materials is so passive and dull people just tab out, it's the fault of the players! Those fiends.
Title: Re: Ease the tedium of material gathering
Post by: Solar on March 05, 2010, 09:57:47 pm
Uninterested in playing with trolls.

Hit points for rocks is not happening, just like any other form of filling up a timeout with pointless clicking is not happening. Stacking timeouts for gathering is not happening because it will just allow alts to craft infinitely.

Thread over.