A different take on harvestings and shiny

Barin999

Journeyman
I will compose different portions that should be viewed in combination to one another.
I must mention that it's the VoT #137 (relating to harvesting) that gave me this inspiration.
The concepts are: overall dev design, harvesting, shinies

The main goal is to suggest a design where harvesting is meaningful and requires decisions that influence the possibilities of the player depending on their surroundings and other influencing factors.
 
Last edited:

Barin999

Journeyman
The overall dev design:
  • Nodes will provide resources. The variety of the outcome can rely on a) being a common or rare node, b) location of the node or c) the qualities of the player (class, class level, skill level, perception level). The combination of all three will represent the overall design. Common nodes will render resources and shinies that provide common, global content/recipes. Rare nodes can provide regional resources and higher quality shinies aimed towards more unique recipes and higher quality shiny collections.
  • The nodes can also render higher quality resources or even shinies. The spawnrate of these two elements can depend on (skill level, node level, skill point overflow compared to node level).
  • The type of node can have their different appearances, but the level of the node cannot be estimated based on the appearance of the node. Meaning a level 10 and 100 node will appear the same. This will allow expansions to build on the existing world without creating a gap between tiers. Creating different appearance each time a tier evolves to the next, makes it difficult to integrate these new nodes into a previously existing world.
  • Each node will have different factors that determine the spawn rate and what items it will render. (proximity to primary related content, challenge rate of the node, challenge rating of that specific location, the challenge rate of the location of the node. These are general factors and you could combine that with personal player qualities that influence the outcome of the harvesting attempt. What I mean with the proximity factor, nodes that are closest to the villages that are designed around a certain tier of content could display a more frequent spawnrate in comparison to other tier nodes that spawn in the same location.
 

Barin999

Journeyman
Harvesting:
  • Initially all harvesting abilities should be available to a beginning player.
  • Progression of the abilities will be a combined factor of the times the abilities is being used and the challenge rate of the node itself.
  • A node can have several attempts/turns before the node disappears.(for example 3)
  • Several things could occur when harvesting; successful harvest of resource, successful harvest of higher quality resource, successful harvest of a shiny, failure to harvest, destruction of the node before depletion.
  • A skill up occurs at a rate (depending on the pace of the overall game) (1 skillup/15 harvesting attempts) possibly influenced by the challenge rating of the node in comparison to the current skillpoint of that player. (the bigger the difference between current skillpoints and the higher or lower level node, the rate of skill up will decrease) You will skill up at the average rate when harvesting nodes that reflect your current level/skillpoint.
  • Nodes can only be viewed based on the challenge rating reflecting the current obtained skillpoints. The perception system lends itself beautifully for this. The player skill points allow the player to perceive nodes. (a level 10 harvester will be able to view level 10 nodes, a level 20 harvester will be able to view level 20 AND level 10, etc). This will also mean that a level 1 cannot view a level 10 node if they are not skilled for it, even if that level 10 node has spawned at the same location of where that player has previously found a level 1 node.
  • An increase of skillpoints will have different effects as they increase. Each tier might contain 50 points in total. A beginning player will view a level 1 node and start skilling up. At 20 skill points, the possibility of obtaining a higher quality resources is added to the possible outcomes. At skill point 30, the player has the possibility to obtain a shiny from their harvesting attempt AND allow the player to view level 10 nodes (they cannot yet harvest that node). The inability to interact with something is a very enticing factor and stimulates the discovery feeling and challenge factor. With 50 skill points the player can now harvest level 10 and 20. Further progression will develop in similar fashion.
  • A mining node for example can be of a different tier based on what’s available in the current game. (if max is 50, then this mining node will have a chance to spawn a node of each available tier (on that same location).) Further expansions will just be added into the node tier rotation. AND new expansion nodes can immediately have previous tier nodes included into the spawnrotation of that type of node. This means that if a lower player manages to get into this higher tier region, they might be able to view and harvest nodes that are relevant to their skill-level. This also means that expansions will not have this exclusiveness and BiS assurance. As the nodes present are not guaranteed to be of latest level. Because there is no guarantee, advanced players will still be motivated to return to previous content, because of previously mentioned reasons. (Don't forget that nodes situated around certain tier specific content will have a higher frequency spawn rotation in comparison to different tier nodes)
  • The location of the node can render different outcomes. A more available/safer node location can render resources and shinies that are more common. They could be used for production of components, common end products or lower quality shiny collections. Dungeons or locations that are more difficult to reach could render higher quality/value resources/shinies. Or could render resources that are required for more complex crafts.
  • By allowing nodes of the same type but different tier to spawn at the same locations in Terminus, you’re stimulating higher players to harvest in lower tier zones. This is also the case because the player cannot determine the tier of the node based on its appearance. A higher player harvesting a lower tier node can still give that player chance of a shiny or higher quality resource. If that player is no longer interested in that tier, they could leave it to lower skilled players.
  • Overall, the players can influence the return of their harvesting sessions based on the amount of times they use a certain ability. For example, if you mostly spend time mining and increasing your mining skill, some mining nodes might become visible, where others cannot see them. This difference can have its impact on player interaction, community based economy and impact on game experience during a dungeon run for example. This also means that this mining oriented player will see more mining nodes or more frequently be able to mine in comparison to their lower woodcutting skill for example. Getting all harvesting skills up at the same time is possible, but would just require more investment and exploration. Over time you’ll see experts on certain types of node. The pace of the game can be a factor that determines the rate of skill increase and investment required to advance in those harvesting skills. With enough balance, it could result in players deciding to specify towards certain types of nodes.
  • This also allows for potential harvesting events to occur in the world which may require more than one player interacting with those event nodes. (again skill based more than class level based)
 
Last edited:

Barin999

Journeyman
Shiny
We know that Pantheon is aiming to implement shinies in the world. Instead of viewing this as a separate feature in the game. I’d incorporate them into the harvesting design. Because harvesting skills can develop independently of each other, the outcome can differ as wel. Each type of node can render different shinies and you might require shinies from different type of nodes (and/or tier of node) to complete a collection/set/quest attributes. It also gives your less craft oriented players an incentive to harvest the nodes they come across, in the hope to find a shiny that benefits them without requiring crafting.
  • Type of nodes will render different shinies.
  • Location of the node can render different shinies. (The more challenging the location, the higher value of the shiny.)
  • Incorporating the shiny design into the harvesting system is an attempt to stimulate advanced players to return to previous content and interact with the nodes present. A starting player will be able to still view advanced players harvesting the nodes in the area.
  • This design allows the chance that many players will not obtain all possible resources/shinies available of a certain tier. This is influenced based on their skillpoints and playstyle preference. Therefore starting players can still obtain items that are of value to advanced players.
 
Last edited:
Top