Gathering tools charges count
Probably just what nodes you tend to hit more of, each use takes 1 charge.
Most sickles have 50 charges while axes and picks have 100.
The numbers are actually on the tool. >_>
“I’m finding companies should sell access to forums,
it seems many like them better than the games they comment on.” -Horrorscope.7632
I think the OP is suggesting these numbers for gathering tools. (Not sure why OP thinks Pick should have more than Axe.)
I could be wrong, though….
Pick should have more charges because there are slightly more rocks than trees and there are also rich veins.
I think the OP is suggesting these numbers for gathering tools. (Not sure why OP thinks Pick should have more than Axe.)
I could be wrong, though….
Oooh. Too right. I missed a keyword there.
Matters not. I have infinite tools.
“I’m finding companies should sell access to forums,
it seems many like them better than the games they comment on.” -Horrorscope.7632
O…k…
Well, good luck on the suggestion. Though, it’s probably already addressed with Unlimited Tools. =)
I’m glad we’re finally talking about the important issues with the game.
Kay.
Why should anyone want something set so they expire at the same time? This means at least one will have less charges and you’ll have to buy it more frequently. Do you go to a store and ask that something you buy be damaged or reduced so it will die the same time as something else?
ANet may give it to you.
I’d like to see charges be purchasable and stackable on a single item. I would buy 50 sickle charges at a time but I could buy 500 charges and have them on a single sickle, instead of buying 10 stacks of 50 charges.
I’d like to see charges be purchasable and stackable on a single item. I would buy 50 sickle charges at a time but I could buy 500 charges and have them on a single sickle, instead of buying 10 stacks of 50 charges.
and thats what the infinite gem tools are for mate
I’d like to see charges be purchasable and stackable on a single item. I would buy 50 sickle charges at a time but I could buy 500 charges and have them on a single sickle, instead of buying 10 stacks of 50 charges.
and thats what the infinite gem tools are for mate
And those boxes of frostbitten tools they had during Wintersday. One stack of 250 for each tool will last a loooooonnng time.
ANet may give it to you.
Why should anyone want something set so they expire at the same time? This means at least one will have less charges and you’ll have to buy it more frequently. Do you go to a store and ask that something you buy be damaged or reduced so it will die the same time as something else?
This is what many call the Hot Dog dilemma. Hot dogs come in packs of 10, but hot dog buns come in packs of 8. Buns can keep longer then hot dogs- but that doesn’t help you because you have left over hotdogs, which don’t keep long. This lack of practical alignment leads to the problem of having to carry something in significant excess, since you can’t time your resupplys around a similar schedule.
This problem is a lot more frustrating then people think. You’re carrying around 2 full sets of tools at all times, which expend faster then most people can fill their backpacks (which is main trigger for a pit stop). Complicating this are the nodes themselves. Most people don’t have shortage issues with sickles, due to the low density, and low expenditure rate of ingredients. Logging has the issue of 3 charges per node, but the tool has 100 charges. Its unavoidable that it will run out in the middle of a gathering action. Ore is by far the worst in consistency. The tool has 100 charges, nodes use 3, and rich nodes use 10, and they’re generally more common then wood, as they can spawn underground. This completely throws it out of sync with the Axe’s consumption rate, frequently leaving you with 1 or the other low on charges when you resupply. But you can’t simply throw them away, because the silver cost on them adds up significantly over time.
This can’t be a complete oversight, as all it would take is some minor tweaks to the tools for 99 charges, and make rich nodes 9 uses, keeping everything a multiple of 3. Which is why (tin foil hat) they left it like that, in order to sell endless gathering tools. Because thats exactly why I have 3 set of them for my 3 mains.
Why should anyone want something set so they expire at the same time? This means at least one will have less charges and you’ll have to buy it more frequently. Do you go to a store and ask that something you buy be damaged or reduced so it will die the same time as something else?
This is what many call the Hot Dog dilemma. Hot dogs come in packs of 10, but hot dog buns come in packs of 8. Buns can keep longer then hot dogs- but that doesn’t help you because you have left over hotdogs, which don’t keep long. This lack of practical alignment leads to the problem of having to carry something in significant excess, since you can’t time your resupplys around a similar schedule.
This problem is a lot more frustrating then people think. You’re carrying around 2 full sets of tools at all times, which expend faster then most people can fill their backpacks (which is main trigger for a pit stop). Complicating this are the nodes themselves. Most people don’t have shortage issues with sickles, due to the low density, and low expenditure rate of ingredients. Logging has the issue of 3 charges per node, but the tool has 100 charges. Its unavoidable that it will run out in the middle of a gathering action. Ore is by far the worst in consistency. The tool has 100 charges, nodes use 3, and rich nodes use 10, and they’re generally more common then wood, as they can spawn underground. This completely throws it out of sync with the Axe’s consumption rate, frequently leaving you with 1 or the other low on charges when you resupply. But you can’t simply throw them away, because the silver cost on them adds up significantly over time.
This can’t be a complete oversight, as all it would take is some minor tweaks to the tools for 99 charges, and make rich nodes 9 uses, keeping everything a multiple of 3. Which is why (tin foil hat) they left it like that, in order to sell endless gathering tools. Because thats exactly why I have 3 set of them for my 3 mains.
They will never come out evenly as the number of nodes you’ll want to harvest are not even for all. While almost all wood is worth harvesting, silver is not worth the time and cost to harvest. You’re better off bypassing it and getting to something that’s worth more. Several of the root vegetable, the leeks, the ones in the low levels such as lettuce are not worth the time and cost of harvesting. Since the tools will never work out exactly so they lose all the charges at the same time, then why decrease the number of charges? It will mean you will have to buy more often, but for no extra benefit.
At best they might expire near the same time, but I don’t see that as a benefit. Again, at least one set will have to be bought more frequently and they will never expire simultaneously unless they are linked together to do so in some way.
ANet may give it to you.
(edited by Just a flesh wound.3589)
The reduction of charges puts a “one size fits all” to the player base. Essentially, it’s a solution looking for a problem. It’s always bad to treat the whole player base as a single entity with one goal and one way of doing things. Just because charges wearing out unevenly affect some players doesn’t mean it’s a problem that affects all players.
When farming, some people are concentrating on metal nodes, some on wood and some on plants. Some people harvest everything they see and some people only harvest what is above a certain price and ignore the cheap items. While OP’s solution is good for those who harvest each and everything they see and who hate having things run out at different times, it’s bad for those who harvest differently and now will get less use from what they paid for and have to buy and restock more frequently.
ANet may give it to you.
(edited by Just a flesh wound.3589)