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Pantheon: Rise of the Fallen
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Harvesting
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==Nodes== <i> Overview </i> 1. You require the appropriate type of tool to harvest nodes. 2. Currently, nodes are "first come, first served." 3. Nodes are going to be distributed based on local ecologies, rather than by the perceived difficulty of a zone or the content around it. 4. Nodes are going to be relatively rare compared to many other MMOs, with developers monitoring the dispersion and spawn rates to find a balance. <i> Placement </i> Similar to locale-based materials for purchase, harvesting nodes will exist by local ecologies, even if those areas lean towards the exotic or fantastical, such as colored mana-rich areas. Rather than providing harvesting opportunities by perceived difficulty of a zone or the content around it, we'll be placing them where they naturally make the most sense. Rather than saying "oak wood is a tier 3 crafting material, and so oak trees are found in level 30 areas", oak trees will be distributed where it makes sense. How the oak is treated will effect it's "tier" who You’ll also find harvesting opportunities within civilized areas, such as gardens, parks, and the like, as well in the wilds. Harvesting node locations will be randomized. While we’re still in the early stages of prototyping harvesting, we’ve already got a pretty decent amount of flexibility as far as how and when we can determine nodes spawn. <i> Rarity of Nodes </i> Our initial thoughts are that nodes are going to be a bit more rare than many current market MMOs have tended to be. Since we also have salvaging and scavenging in the repertoire of player’s skills, we’d like to lean on them a little bit to help fill the gaps. That way items gained while adventuring have a push/pull on whether players should use them, sell them to other players, or chance breaking them down into raw materials. We’ll be keeping an eye though on dispersion and spawn rates to try to find the sweet spot between being resource starved and resource flooded when it comes to harvesting nodes. <i> Buffs/Debuffs on Nodes </i> Some of the more exotic harvesting nodes may provide buffs (and possibly debuffs) to users when they attempt to harvest from them. One example might be a plant that’s gathered for use in mana potions. When harvested, the node might provide some raw mana to the user, or a light mana regeneration buff. Another example might be attempting to harvest nightshade for use in a poison. There might be a chance that the user accidentally poisons themselves while gathering the plant. We’d probably use effects like that sparingly though, so it doesn’t run the risk of being too gimmicky. <i> Harvesting </i> When it comes to harvesting nodes, we’re currently aiming for ‘first come, first served’. This way we can keep a better eye on how rapidly materials are entering and leaving the economy. In the event we do end up allowing for group harvesting, we might consider allowing multiple players to interact with the same node within a brief window of time before it despawns though. <i> Rare Materials </i> The short answer is ‘both’. Many nodes will be found by where they geographically make the most sense. There’s going to be a good bit of the world that has zone or region specific materials, and regardless of their location, there will certainly be some rare harvesting materials (the best crafted or upgraded items will require rare materials). <i> Preventing Bottle-Necking </i> If, hypothetically, you need jute to craft, there are a number of options available to acquire the jute you need. 1. Harvest jute plant nodes. 2. [[Salvaging|Salvage]] basic cloth goods made from jute. 3. Use [[Scavenging]] to acquire raw jute or jute-cloth goods. 4. Loot jute or jute-cloth goods from NPCS in areas where they possess those items if you're an adventurer. 5. Trading with other players. 6. Some repeatable tasks, such as crafting writs, could reward you with bundles of materials. <i> Harvesting Other Items </i> In addition to harvesting opportunities, we’re going to be adding several instances in our world where players can find and pick up items from the world. Some examples would be like picking up a weapon from a rack, a potion from a shelf, or sneaking some coins off a merchant’s table (just don’t get caught). Since we’re doubling down on putting the environment front and center of players’ PvE experiences in Pantheon, it seems only fitting that we reward players a bit for paying attention to their surroundings. Also, we just think it’s cool and immersive to be able to pick up actual items in the world. Some items will be super rare, or are only available once certain events have occurred in the zone. {{harvesting nav}} [[category:Gameplay]]
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