Harvesting tools
I would rather have 1 tool with durability meter and depending on what thing you mine/chop/gather it will reduce its durability accordingly. Let’s say a 150 Durability would be ok Some plants will take 5 durability in one gather, other will just take 1, 2, 3
I would rather have 1 tool with durability meter and depending on what thing you mine/chop/gather it will reduce its durability accordingly. Let’s say a 150 Durability would be ok Some plants will take 5 durability in one gather, other will just take 1, 2, 3
That`s a good idea Ronah. I like that idea as well. Would free up some bag space too.
After some thinking on it though I wonder what the price of the tool would cost? If one one pick could mine every ore with a durability meter with lesser tiers taking less durabilty then higher ones. I think the tool would cost about the same as the ori tools. Then you have to take into consideration if you are getting enough hits out of the tool to justify the price. Then also consider newer players would never be able to afford 4-5 silver for a harvesting tool when they start the game.
I like the idea alot. But I think alot of thought would have to go into how it could be made useful for everyone.
(edited by Banewrath.5107)
That is a very good idea, Ronah. +1!
Yep. Good idea Ronah. I haven’t had problems with the current system, but I can see where it could be confusing and complex (having so many different types of gathering tools).
I like the idea alot. But I think alot of thought would have to go into how it could be made useful for everyone.
I will explain better:
You are a new character in a starter zone. At lvl 10 you unlock the harvest tool spot.
In that zone there are merchants selling you the tool. It will cost the appropriate amount for the zone. lets say 25 copper What tool will have 50 durability and the materials in that zone only take 1 and 2 durability. So you will get from 25 -50 harvests from that tool
Lets say you are a “rusher” and you go in a higher level zone. In there the harvesting items take 4 durability. Well, you can use your 50 durability tool in there too untill it is consumed. You are not “forced” to buy a new one if you already have in your inventory more of them.
Once you have finished the durability on all, then you can choose to buy a too from the current zone which will have a higher durability like 150, or you can just buy a 50 durability for the starter zone.
So, the idea is that it will not confuse the players if a copper pick is usable or not to mine gold ore.
(edited by Ronah.2869)
I already posted this on another forum but can I get this for all my harvesting needs
I would rather have 1 tool with durability meter and depending on what thing you mine/chop/gather it will reduce its durability accordingly. Let’s say a 150 Durability would be ok Some plants will take 5 durability in one gather, other will just take 1, 2, 3
Brilliant idea : ) and something else that also would have been good is that instead of buying like , 5 of those tools , putting one in the equippment slot and having 4 in the inventory , you could buy 5, and lets say the tools got 50 durabillity , and then the tools will stack so you got 1 tool in the gathering equippment slot with 250 durabillity.
and it could also be tools with different amounts of durabillity , only that when you buy them it will stack on the one u got in gathering equippment , so u got it without having to go back buying more for a while. and also not take up any inventory slots.
I dont know if you already got that suggestion in your comments though xD
But this would maybe make it too easy : P i dont know
You are a new character in a starter zone. At lvl 10 you unlock the harvest tool spot.
I don’t think people would be very happy with having to wait for any level to start gathering. Anet stated you could level your characters through crafting, if they force you to fight monsters until level 10 before you can do this would be, in a way, going back on their word.
What would be suggestion bounced off your idea is a starter tool which is basically the copper or iron tool which is affordable to newbies every tool after that could take the form of this evolved tool which harvest all materials but takes different durability based on it’s level and this one could cost enough to make it a nice goldsink and would be affordable by the time players are finished with the iron tools areas.
Good idea. They can keep the tiered harvesting tools in but just increase their durability accordingly. I always hated how if felt like the game was punishing me for not paying attention to what tool I had equipped.
I agree with Ronah,
It’s exactly what I would have suggested
each gathering tool should have different durability, based on it’s type
Copper = extremely low durability,
Orichalcum = extremely high durability.
and each node should remove a set amount of durability
Copper = low durability cost,
Orichalcum = extremely high durability cost.
You are a new character in a starter zone. At lvl 10 you unlock the harvest tool spot.
I don’t think people would be very happy with having to wait for any level to start gathering. Anet stated you could level your characters through crafting, if they force you to fight monsters until level 10 before you can do this would be, in a way, going back on their word.
What would be suggestion bounced off your idea is a starter tool which is basically the copper or iron tool which is affordable to newbies every tool after that could take the form of this evolved tool which harvest all materials but takes different durability based on it’s level and this one could cost enough to make it a nice goldsink and would be affordable by the time players are finished with the iron tools areas.
Like when they said account wide dyes, for example.
I kinda feel like the way it works now is by design. If you want the convenience of just using one set of tools, you buy the orichalcum harvesting tools and you just eat the cost because they are still relatively cheap for a level 80 player. I never both with multiple sets of tools and always use the max tools at 80. Swapping the tools out feels really anal retentive and miserly. You can do this if you want the maximum money savings, but its on you.
That said, if there were a software change, I would prefer the idea of a scaling durability and the quality of the harvesting tool limited which items yo u could harvest, but also had more durability points than lower quality tools, etc.
I kinda feel like the way it works now is by design. If you want the convenience of just using one set of tools, you buy the orichalcum harvesting tools and you just eat the cost because they are still relatively cheap for a level 80 player. I never both with multiple sets of tools and always use the max tools at 80. Swapping the tools out feels really anal retentive and miserly. You can do this if you want the maximum money savings, but its on you.
That said, if there were a software change, I would prefer the idea of a scaling durability and the quality of the harvesting tool limited which items yo u could harvest, but also had more durability points than lower quality tools, etc.
Oh I agree that is is a bit weird to keep every set. But if you’re running around mining a bunch of copper with high end tools you’re just being silly.
Silly for some I guess. To me, copper ore sells for significantly more than the cost to purchase 1 orichalcum harvesting tool. It is annoying to swap tools, so the savings of switching to low-quality tools is not worth my time or the difference in harvesting tool cost.
I kinda feel like the way it works now is by design. If you want the convenience of just using one set of tools, you buy the orichalcum harvesting tools and you just eat the cost because they are still relatively cheap for a level 80 player. I never both with multiple sets of tools and always use the max tools at 80. Swapping the tools out feels really anal retentive and miserly. You can do this if you want the maximum money savings, but its on you.
That said, if there were a software change, I would prefer the idea of a scaling durability and the quality of the harvesting tool limited which items yo u could harvest, but also had more durability points than lower quality tools, etc.
Oh I agree that is is a bit weird to keep every set. But if you’re running around mining a bunch of copper with high end tools you’re just being silly.
Well I usually only keep mithril and ori tools on hand. If I intend to farm copper/silver/iron/etc I buy that specific tool for that moment. If I am just running around and decide to grab this random iron, I just use my mithril pick.
I kinda feel like the way it works now is by design. If you want the convenience of just using one set of tools, you buy the orichalcum harvesting tools and you just eat the cost because they are still relatively cheap for a level 80 player. I never both with multiple sets of tools and always use the max tools at 80. Swapping the tools out feels really anal retentive and miserly. You can do this if you want the maximum money savings, but its on you.
That said, if there were a software change, I would prefer the idea of a scaling durability and the quality of the harvesting tool limited which items yo u could harvest, but also had more durability points than lower quality tools, etc.
Oh I agree that is is a bit weird to keep every set. But if you’re running around mining a bunch of copper with high end tools you’re just being silly.
Well I usually only keep mithril and ori tools on hand. If I intend to farm copper/silver/iron/etc I buy that specific tool for that moment. If I am just running around and decide to grab this random iron, I just use my mithril pick.
Same. It still makes me feel weird buying a specific pick for mining copper, though.
Like when they said account wide dyes, for example.
Dyes have nothing to do with the thread, if you want to whine over Anet not fulfilling something about dyes create a topic on it please.
I buy steel, ori and mithril. It’s the best cost to use ratio for bag slots IMO, with copper being too annoying to switch between.
There is a thread more or less on this topic I posted in very recently. My idea in that reply was simply that using higher tier tools on lower tier nodes would consume less of the tools in some sort of ratio based on tool tier vs node tier. In that way the costs of the higher level tier tool is proportional or somewhat proportional to the tier nodes being harvested. This allows you to carry just the one tool without feeling heavily penalized for using it on lower tier nodes. And still gives you the option of the most cost effective route of using the tier specific tool. And from their perspective it is a simple few lines of code to check which tier node is being harvested to determine how much of the 100 is consumed.
https://forum-en.gw2archive.eu/forum/game/suggestions/Harvesting-equipment-that-behaves-like-armor
Why are people making useless posts in suggestions? You know you can just buy the highest up level pick that you can get and mine a node, and all the nodes below.
Why are people making useless posts in suggestions? You know you can just buy the highest up level pick that you can get and mine a node, and all the nodes below.
Sorry , but I don’t remember seeing high harvesting tools in the starter zone. Correct me if I am wrong, but how can a new character buy the high harvesting tools – even if they were available – if he doesn’t have money? Wouldn’t it be easier if he would buy the one that affords and use it until it breaks not bothering if that tool is good or not for what harvest bush/tree/mine he encounters?
My issue with harvesting tools is both they are soulbound and the fact that I can’t stack them.
I have several stacks in my inventory of low level tools.
I can’t sell them, can’t give them to my other characters on the same account.
As my other characters level up, they are getting the same thing.
My only option now is destroying them. =(
I understand the need for gold sinks, but making tools account bound wouldn’t hurt the game economy. Either that or the option to sell partially used stacks to vendors at a reduced price.
My issue with harvesting tools is both they are soulbound and the fact that I can’t stack them.
I have several stacks in my inventory of low level tools.
I can’t sell them, can’t give them to my other characters on the same account.
As my other characters level up, they are getting the same thing.
My only option now is destroying them. =(I understand the need for gold sinks, but making tools account bound wouldn’t hurt the game economy. Either that or the option to sell partially used stacks to vendors at a reduced price.
Yeah I’d really like them to be account bound. all those low level picks/axes/sickles in my bank. Feels like such a waste to destroy them
As i level up i use the highest level tool i can use to mine everything i dont see the point of having one of each tool for each node in your bag.. seems abit picky. (excuse the pun ) At my highest level i remove all other tools apart from orichilcum picks and just use that.. Pennies are spent buying tools compared to selling the product of using them. No need to change anything.
Sorry Ronah but you would only need the starter tools when your a new character for a long time anyway why would you want to buy the max end pick.
Sankofa Jimiyu why do you have stacks of tools, theres only a need for one on your character and a spare in your bag, you can easily go back to a merchant and buy more, theres plenty of merchants out there. If you have a problem getting rid of your tools then go to an area where they can be used and use them.
The logic behind the request is that of a cost effective use of tools. Why buy a tool that cost almost 1g (edit: top tool is 4s I confused the coin types or something) and use it on tier 1 nodes when it will consume it just as much as the tier 1 tool. Thus my example in my previous post of cost per point of tool. The OP had a good idea on a solution for that cost effectiveness to which I countered with a better way to get that cost effectiveness without the need to carry all the different tools.
You see, players that are jumping around to zones with different tier nodes are going to want to harvest from those nodes for any number of reasons. Right now the only solution to that to be cost effective is to carry all the tier tools or go out of your way to store them to take out when changing zones with lower tiers. Thus the simple solution is using fractions of points when a node is lower tier than the tools tier.
(edited by Jia Shen.4217)
They probably want you to buy more bag slots to keep different types of tools, just like the costs of waypoints and “2 Trade Post NPCs but no bank NPC in hub” design, trying to make you buy their mobile bank expendables. But seriously, I am getting sick of this. I have already paid more than $100 (excluding game package) and tbh I hope this is just a monthly subscription game. Then the game would be much much better than its current intended-to-make-you-inconvenient state.
Or you can simply carry 2 different sets of tools. In the grand scheme of things the price difference is not all that substantial.
No need to be such a miser.
I agree that either using high level tools on low level gatherables should either use less durability, or maybe instead have a higher chance at getting more from it.
Or you can simply carry 2 different sets of tools. In the grand scheme of things the price difference is not all that substantial.
No need to be such a miser.
I’m sorry you see us that way. Being frugal with you money isn’t the same thing as being a miser. The top tier tool cost up to 17 times more per point vs the lower tier tools used on the lower tier nodes. So if you are gather copper ore it would be silly to spend 17 times more than you need in order to gather the copper. That is a 4c cost per copper ore gathered compared to a 0.24c per copper ore gathered. So if you are gathering the copper to make stuff to sell to others that means the difference between profit or loss on the item you are selling. And possibly so for the tiers in between. But even if not if you do a lot of gathering to sell stuff to others the increased tool cost takes a fairly big chunk out of the profits. That doesn’t mean much to people who don’t care about costs but for the many people who enjoy the shop keeper kind of thing that crafting fulfills that is important. Which is why I understand the reasoning behind these requests and why I offered my idea on how I think their dislike of the current tools can be addressed better than the requested ways.
I myself don`t mind carrying all the different tier tools around. But since I am a crafter and I don`t always stay on the orr maps. Sometimes i like to adventure in lower lvl areas and I will harvest what is there too. I just don`t like having to keep switching my tools back and fourth for every different zone I go to. Can`t tell you how many times I`ve run up to an ori ore or tree and started tapping it with an iron tool.
Anet really could have done us a solid if they only had one tool for each harvesting class. I really don`t see the need for having multiple lvls of tools to be able harvest. Now I don`t see Anet making one tool with a durability tracker on it. I could see them attaching a script to nodes since it would be super easy to do. It would be like
begin miningscript
beginonactivate
check lvl of node
checkplayersinventoryfortools
consumecorrettool OR consumenexthighesttool
end script
Now this isn`t the engines script commands but just an example of how easy it could be done. If you ever played the fallout games and did any modding with scripts, you would see how insane easy it would be to add a 5 minute script to all the nodes and make it happen. This is alot easier then figuring out cost vs amount of allowable harvests for a tool. Either system would be ok with me.
Sankofa Jimiyu why do you have stacks of tools, theres only a need for one on your character and a spare in your bag, you can easily go back to a merchant and buy more, theres plenty of merchants out there. If you have a problem getting rid of your tools then go to an area where they can be used and use them.
Here’s a scenario I’m sure everyone has had:
You are new in a starting area with one set of tools and a backup cause set of tools. That’s 6 slots in your inventory. You complete the map and go into a new area find your tools don’t work when you mine your first “Ruined Plant Fiber”. You find a merchant buy a set and a back up and a Bag just to hold your overflow of mining tools because you have 12 slots in your inventory just for tools. You can’t take the 6 Copper Sickles you have left over from the and combine them with the new stack of 50 to make 56.
I am currently level 50 and I just made my first gold the other day. And I am not miser. I would rather spend money on upgrading my armor, skills and weapons. Leveling up is my primary goal and I return to starter areas only when I need to pass through them (I use waypoints when defeated, and walk everywhere).
Stacking isn’t too much to ask and neither is making them account bound.
I agree whatever way they could modify how it works would require the same amount of coding to do. The 100 (or 50) on the tool is nothing more than a numeric variable. Thus it is possible that it could include decimal digits to track fractional uses instead. Basically the same logic as the script idea. Personally I prefer if it were changed to make it so we don’t need to have more than one tier of tools on hand.