Harvesting equipment that behaves like armor

Harvesting equipment that behaves like armor

in Suggestions

Posted by: Icarus Pherae.4680

Icarus Pherae.4680

What If we only ever purchased one of each harvesting tier of tool (for example only one mithril pick axe) but with each use they degraded till they were broken, then we could return to an npc to get them repaired. Though not overly different than our current system this would reduce the need to purchase multiple tools and requipt them.

Now to take the idea further, why not have the harvesting equipment degrade slower when used on lower tier items, this would allow for some one to not have a pack full of harvest equipment.

To make sure everyone doesn’t go out and buy an orichalcum this or that why not make a level limit for the different tiers?

Harvesting equipment that behaves like armor

in Suggestions

Posted by: Tekietee.5037

Tekietee.5037

Or how about this.

Just like the set up now with harvesting tools, every so and so levels you can get a new pick to get higher level ores.
But instead of having to repair them, or so on, any pick can mine any ore, but the higher level you are the more uses you can have.

Lvl. 10 Pickaxe would have 50 uses, where a Lvl 60 Pickaxe could have 500.
This limits the amount of picks a player would need, and you’d be rewarded on level, as well that if you did wanna load your inv with Cheap 50 use Picks you could, but if you wanted to manage inv space you could get a 500 use pick.

I also think it’d be cool to implement Exotic Gathering Tools lmao.
Lvl 80 Exotic Pickaxe would have 1000 uses, and be worth a nice penny.

Just food for thought. x3

Harvesting equipment that behaves like armor

in Suggestions

Posted by: Mojo.2691

Mojo.2691

Good ideas. I think what we have now works, but a little fine tuning down the road wouldn’t hurt anything. It does seem weird carrying around 100 axes.

Harvesting equipment that behaves like armor

in Suggestions

Posted by: Truga.5897

Truga.5897

I just carry two of each tool. When one of them runs out, equip the second one and hit the first NPC that sells them to replace the used one. Works pretty much everywhere, I haven’t had an area yet where the NPCs selling these would be farther apart than at most 20 uses of a tool (less for sickle).

Harvesting equipment that behaves like armor

in Suggestions

Posted by: Jia Shen.4217

Jia Shen.4217

I had thought about these things myself. It seems to me there are more venders who sell the tools than repair NPCs making having to repair tools less accessible. You might respond with add more repair NPCs. To which I thought about that too and since you go through a tool so quickly compared to how often you need to repair armor that once it breaks (no more uses) you would need to make a trip away from what you’re doing to repair or carry a spare tool to get you by until you get to a repair NPC (even if they are as plentiful as venders who sell tools).

Obviously carrying a spare would negate the reasoning behind asking for it to work that way. It seems to me they thought this same thing and decided it was better to just make them the way they are as the best solution considering those circumstances. If you carry a spare of each tool then each time you find an NPC with tools and have depleted one then grab a spare again. It seems to work rather well. And as far as a level limit this is already set in a round about way because of where you find the nodes for each tier. I’m pretty sure anyone would be absurdly crazy to run around a zone where enemies could one shot them while trying to gather from nodes.

I do however think you have a great idea with the higher tier tools having more uses for lower tier nodes. In that way the higher tier tools would be as cost effective when used on the lower tier nodes as using the tier appropriate tool. For example a tool +1 tier higher than the node instead of having the 1:1 ratio it would be 3:2 so that the tool lasts twice as long. A tool +2 tiers higher a 2:1 ratio perhaps. And a tool +3 tiers higher a 5:2 ratio etc. Or whatever the ratio of price is. So if a tier 3 tool is 3 times the price of a tier 1 tool then it could get a 3:1 ratio of uses when using on tier 1 nodes. Though the lower ratios could be a trade off for the convenience of not carrying tools for more than one tier nodes.

So far while I’ve progressed the content I’ve not ran into significant overlap in nodes in a single zone. So if I’m gathering from nodes of a lower tier it is because I’m going backwards to do so specifically or for the sake of 100% map completion. Either way no reason for me to keep on the character more than the tier tool needed for the zone I’m in. An advantage of the improved use ratio of the higher tier tools would also be to avoid the hassle of having to make a merchant visit to get the lower tier tool in these cases to avoid needlessly wasting coin.

Harvesting equipment that behaves like armor

in Suggestions

Posted by: Icarus Pherae.4680

Icarus Pherae.4680

Why not let joe merchant repair them? Doesn’t have to be an actual armor repair npc.

I had thought about these things myself. It seems to me there are more venders who sell the tools than repair NPCs making having to repair tools less accessible. You might respond with add more repair NPCs. To which I thought about that too and since you go through a tool so quickly compared to how often you need to repair armor that once it breaks (no more uses) you would need to make a trip away from what you’re doing to repair or carry a spare tool to get you by until you get to a repair NPC (even if they are as plentiful as venders who sell tools).

Obviously carrying a spare would negate the reasoning behind asking for it to work that way. It seems to me they thought this same thing and decided it was better to just make them the way they are as the best solution considering those circumstances. If you carry a spare of each tool then each time you find an NPC with tools and have depleted one then grab a spare again. It seems to work rather well. And as far as a level limit this is already set in a round about way because of where you find the nodes for each tier. I’m pretty sure anyone would be absurdly crazy to run around a zone where enemies could one shot them while trying to gather from nodes.

I do however think you have a great idea with the higher tier tools having more uses for lower tier nodes. In that way the higher tier tools would be as cost effective when used on the lower tier nodes as using the tier appropriate tool. For example a tool +1 tier higher than the node instead of having the 1:1 ratio it would be 3:2 so that the tool lasts twice as long. A tool +2 tiers higher a 2:1 ratio perhaps. And a tool +3 tiers higher a 5:2 ratio etc. Or whatever the ratio of price is. So if a tier 3 tool is 3 times the price of a tier 1 tool then it could get a 3:1 ratio of uses when using on tier 1 nodes. Though the lower ratios could be a trade off for the convenience of not carrying tools for more than one tier nodes.

So far while I’ve progressed the content I’ve not ran into significant overlap in nodes in a single zone. So if I’m gathering from nodes of a lower tier it is because I’m going backwards to do so specifically or for the sake of 100% map completion. Either way no reason for me to keep on the character more than the tier tool needed for the zone I’m in. An advantage of the improved use ratio of the higher tier tools would also be to avoid the hassle of having to make a merchant visit to get the lower tier tool in these cases to avoid needlessly wasting coin.