Gathering Skill Upgrade System / Experience build

DavidElvion

Member
Messages
14
Reaction score
4
Points
3
WAX Wallet
sxhay.wam
I would love to see a system where activities like picking hemp, fishing etc give a small amount of EXP and make that activity more efficient. Either give a chance to drop better loot or increase the drop chance. Every activity would be its own skill. A good example can be found in Eternal Lands, where picking flowers and many other little things give EXP: http://eternal-lands.com/

The way resource gathering is now feels very spammy and not immersive at all. Rather than jumping around and gathering tons of resources, I feel it would be more engaging to spend a bit of time on each gathering even, have less events needed and a bigger element of chance, as well as a progress indicator for the "cutting tree" action or the "mining rock" action and then have either a "fail/success" or build up a bit of EXP from that which increases chance over time. Maybe even have a pity mechanic?
 

Dan

Active member
Staff member
Messages
32
Reaction score
13
Points
8
WAX Wallet
44zqw.wam
Cool suggestion. We can definitely look into way of making its way less spammy. I think ultimately we do want things like woodcutting, fishing, and mining to be a bit more interactive. That will most likely come once we've updated our character models and can start animating our actions more!
 

Zelazni

Member
Messages
9
Reaction score
6
Points
3
WAX Wallet
ekuqw.wam
Is there a way to do this that wouldn't end up causing long time users to just have a huge EXP benefit and therefore make a big barrier to entry for new people?

I haven't looked at the eternal-lands example though so maybe they address that...?
 
Top