Gathering Tools warning

Gathering Tools warning

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Posted by: Daddicus.6128

Daddicus.6128

In real life, nobody would use a pickaxe to split a diamond or a claw hammer to clean ones teeth. In-game, it simply shouldn’t be possible to ruin items without warning. Nobody is going to mistake a copper axe for a steel one, for example.

When you went to gather something with an improper implement, how about having the game warn me?

To be fair, perhaps one would have to ruin one of each type of node with each implement before one “knew” what to use.

Gathering Tools warning

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Posted by: luchifer.6401

luchifer.6401

Perhaps a color-coded system could be implemented, so when you mouse over and see the text “(f) gather” it could show red if your current gathering tool is way too low for the node. But… gathering tools are cheap, and sometimes even if the node is way beyond my tool.. I could still get something useful.

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Posted by: Teraphas.6210

Teraphas.6210

I would prefer a warning when my charges get low more then anything, but i could see this warning being useful for more the plant gathering side as i tend to forget what level sickle i need to get what, and while i now i can get the highest and be done with it i dont like wasting the cash if i need to go stock up on potatoes and then forget to swap the tools back for the omnonms

You can’t spell Slaughter without Laughter

Gathering Tools warning

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Posted by: Olba.5376

Olba.5376

In real life, nobody would use a pickaxe to split a diamond or a claw hammer to clean ones teeth. In-game, it simply shouldn’t be possible to ruin items without warning. Nobody is going to mistake a copper axe for a steel one, for example.

It’s not that you’re mistaking it. The pickaxes clearly state what you can mine, so to me it’s more like a person using an inadequate tool because they did not listen to the guidelines they were given when they made the purchase. Modern equivalent here being not reading the user manual.

When you went to gather something with an improper implement, how about having the game warn me?

And then what would be the point of implementing the ruined items?

And let’s be honest, once you enter a new section and see a tree or an ore that is of a higher level, which you would know based on the item description, you would normally buy a better harvesting tool.

And at 70+, you can buy Orichalcum Logging Axe and Harvesting Sickle for Karma, which rather defeats the purpose of having lower level axes and sickles.

(edited by Olba.5376)

Gathering Tools warning

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Posted by: Jia Shen.4217

Jia Shen.4217

It is indeed annoying for those of us who want to use the tools cost effectively to make sure we have the right tool equipped. In many threads in the past I have posted what probably is the best solution to this. Have one tool than has X number of uses. Then each node is checked for the tier and then the tool depleted a ratio amount based on the tier.

Detailed example: The tools cost for Copper 24c, Iron 56c, Steel 88c, Darksteel 120c, Mithril 160c, Orichalcum 400c. The cost ratio using the top tier tool as the basis is: Copper 16.67 to 1, Iron 7.14 to 1, Steel 4.55 to 1, Darksteel 3.33 to 1, Mithril 2.5 to 1. So a tool for all tiers would have 100 uses for a tier 6 node, 200 uses on tier 5, 300 tier 4, tier 3 400 uses, tier 2 700 uses, tier 1 1,600 uses based on the cost ratio of the current tools. I personally suggested a simpler ratio of 5 to 1, 4 to 1, 3 to 1, and 2 to 1 and make the all tier tool cheaper than the current top tier tool and do away with the current tools. But I think we are in the minority here and that most don’t care or even think about the use cost of the tools. I’m not even sure if there was much thought put into what the current tools cost other than it makes sense that it cost more as the tier goes up just like how everything else is more expensive as you go up in level. I doubt very much they considered anything like cost effective use on lower tier nodes and such.

Having an error message if the tool is too low is a decent solution to avoid wasting the node but we are still left with the other side of the problem of harvesting with too high of a tool. Which the ratio solution is the simplest to do to address.

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Posted by: Olba.5376

Olba.5376

So a tool for all tiers would have 100 uses for a tier 6 node, 200 uses on tier 5, 300 tier 4, tier 3 400 uses, tier 2 700 uses, tier 1 1,600 uses based on the cost ratio of the current tools.

But that’s going to make it event more confusing. Because what quantity of uses does it show? And what about mixed figures?

For example, say the tool I have is at 100 uses for T6. I then proceed to mine a T2 ore, which takes 3 uses from that, leaving it at 697. But how does this affect my T6 count? Does it go down by 3/7, thus creating decimals? Or does it stay at 100, since it rounds up?

And if you’re suggesting that each harvesting tool have separate counters for all tiers, that’s going to require them to make the higher tier ones even more expensive. After all, you’re saving “effort” or “space” by buying the higher tiers that have more available counts.

Gathering Tools warning

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Posted by: Daddicus.6128

Daddicus.6128

It’s not that you’re mistaking it. The pickaxes clearly state what you can mine, so to me it’s more like a person using an inadequate tool because they did not listen to the guidelines they were given when they made the purchase. Modern equivalent here being not reading the user manual.

No. To simplify, I have a copper tool and an iron tool. I used the copper last, but don’t swap to the iron one for the next node, which happens to be iron-tier.

This failure is an artifact of simplifing the game interface. After all, we don’t manually switch between weapons and gathering implements, do we? No real person would make this mistake, but we can in-game simply because there would have been a player revolt if they did it realistically. This idea is simply carrying the game-simplification one step further.

[quote=833528;Olba.5376:][quote=833528;Olba.5376:]

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Posted by: Daddicus.6128

Daddicus.6128

It is indeed annoying for those of us who want to use the tools cost effectively to make sure we have the right tool equipped. In many threads in the past I have posted what probably is the best solution to this. Have one tool than has X number of uses. …

I like it except for one thing: It prevents players who want to conserve space from having an advantage over those of us choose to save money. That’s probably an acceptable loss, IMO, but others might disagree.

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Posted by: tigirius.9014

tigirius.9014

Perhaps a color-coded system could be implemented, so when you mouse over and see the text “(f) gather” it could show red if your current gathering tool is way too low for the node. But… gathering tools are cheap, and sometimes even if the node is way beyond my tool.. I could still get something useful.

I actually think that’s a good idea. I have text turned on for my toons, so when i click on a node the name is in yellow….how about if they make that text gold if you can successfully gather them with the tools equipped and red if you need better tools.

Also, imo once you reach level 400 in any crafting profession there should be available to you the ability to craft your own tools, ones that don’t need replacement but still need occassional repairs. That would offset the cost of these as well. Make them have special materials like an exotic but also give them like a larger number of times to be used like those crafting tools available now from the commendation vendor.

It just makes sense that if you learn to do a crafting profession to a maximum you should be able to build your own better gathering tools for said profession.

Balance Team: Please Fix Mine Toolbelt Positioning!

Gathering Tools warning

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Posted by: Jia Shen.4217

Jia Shen.4217

But that’s going to make it event more confusing. Because what quantity of uses does it show? And what about mixed figures?

Fractions. Lower tier nodes would use a fraction. So for example copper would use 0.1 per use. So then a 100 use tool would get 1,000 uses on copper. Example you harvest one copper node (normal 3 uses) it would reduce this concept too from 100 to 99.7. Then use it on a tier 6 node (normal 3 uses) and it reduces it down from there to 96.7. The fraction would vary depending on the tier of node. I just used the amount of uses as an example of how long the tool would last but mechanically it would show the 100 and reduce that number by fractions on the lower than top tier nodes. This sort of thing occurs in other games that use grades of sturdiness for tools except the fractional part is not visible to the player and you get 3 uses per count on the tool for example.

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Posted by: Clark Skinner.4902

Clark Skinner.4902

When I made this suggestion a month ago, it quickly filled up with people saying “I like having ruined materials! Your suggestion is stupid. You are lazy and a bad gamer.”

How did you get people to respond so maturely and reasonably?

I am pretty sure that there is a system in place where using a higher grade tool will cause it to degrade slower. Like using ori mining pick, it won’t always go down 1 notch for every swing of the pick when mining mithril. But it is not at all equivalent in cost effectiveness to using a mithril pick.