Preface
Reworking Survival
Currently, it's 100 points of investment so you can swim well. I suggest we add a bench-less, basic crafting system, to Survival, as well as relocate some already existing skills there too, for balance. Swimming itself should be moved to Athletics, but make it a Primary (because it was previously gated by Survival). Survival and the crafting menu to do with it would be accessible to every character from spawn, and increasing Survival increases the quality of gathering or crafting.
Survival (Primary / Parent)
Please let me know what you think. I am including a poll so perhaps this gets some traction with Starvault. I know they peep around, and I do not think it is too late to make a system like this work before January. It is a more a rearranging of the skill tree than anything else, and a few additions to already existing systems.
Cheers all,
Nef.
I have read some interesting threads of late that talk about the lack of a proper, fun, game play loop.
In order to accomplish anything in game, you need access to a town and crafters. You need allies, connections, alts or a lot of gold. I do not want to change this. The game IMO does this fine, interaction and trade are vital. However, not everyone wants to or has the time to spend preparing so elaborately.
We also have the travel time. The world is massive and even on a mount it can take over an hour to reach the place you want to go. Often there is little to do during travel than scan for other players - and if you die, you lose everything including your time. I think we can agree we all enjoy the nature of this, but not always the execution. There is too much of a time sink to do anything.
I purpose a big expansion of the Survival Skill to address this.
The goal of the expansion is to add a game-play loop to the wild and exploration that doesn't break the game's mechanics or balance.
In order to accomplish anything in game, you need access to a town and crafters. You need allies, connections, alts or a lot of gold. I do not want to change this. The game IMO does this fine, interaction and trade are vital. However, not everyone wants to or has the time to spend preparing so elaborately.
We also have the travel time. The world is massive and even on a mount it can take over an hour to reach the place you want to go. Often there is little to do during travel than scan for other players - and if you die, you lose everything including your time. I think we can agree we all enjoy the nature of this, but not always the execution. There is too much of a time sink to do anything.
I purpose a big expansion of the Survival Skill to address this.
The goal of the expansion is to add a game-play loop to the wild and exploration that doesn't break the game's mechanics or balance.
Reworking Survival
Currently, it's 100 points of investment so you can swim well. I suggest we add a bench-less, basic crafting system, to Survival, as well as relocate some already existing skills there too, for balance. Swimming itself should be moved to Athletics, but make it a Primary (because it was previously gated by Survival). Survival and the crafting menu to do with it would be accessible to every character from spawn, and increasing Survival increases the quality of gathering or crafting.
Survival (Primary / Parent)
- Skinning (Secondary) -- should be moved to Survival as a Secondary.
- This removes the ability of all players being soft butchers and the over abundance and availability of Animal Materials. Of course, you could still skin without having Survival, but your yields should plummet to near nil.
- Gathering (Secondary / Parent) -- serves no purpose anymore. Mining and Woodcutting are both secondary.
- I suggest buffing base yield without the skills, so everyone can still gather, but make it so players with Survival + Gathering leveled have bonus yield or increased luck for gems and ambers. The big change here is the introduction of Hand Gathering and three new basic materials.
- Mining (Secondary) -- Governs gathering ore from stones.
- Woodcutting (Secondary) -- Governs gathering wood from trees.
- Hand Gathering (Secondary) -- Allows gathering from near rocks or trees by aiming at the ground near them, or on them directly, without a tool.
- The player would gather 'stones' from near rocks, 'branches' from near trees, and 'fibre' from gathering flora.
- The player could get the above items as a byproduct from gathering directly with a tool, as well.
- Stone, Branches and Fibre would work directly with the Survival Crafting.
- I suggest buffing base yield without the skills, so everyone can still gather, but make it so players with Survival + Gathering leveled have bonus yield or increased luck for gems and ambers. The big change here is the introduction of Hand Gathering and three new basic materials.
- Wilderness Crafting (Secondary) -- this would include a list of items that can be crafted in a different method than regular crafting.
- Regular crafting lets you control the materials and where they go.
- Wilderness Crafting would only accept Stone, Branches and Fibre as material, and give you a static, weak item.
- This is shallow, but that is the point. It is a basic weapon or tool with a rough shaft and some stone bound to it.
- The actual statistics would need to be fair, so that it feels rewarding to do this, but, weak enough that crafted goods at benches are always the better choice. If damage and or durability is too low, they will not be used, but they should not displace better creations.
-
- Minor Bandages:
- Animal Skin + Fibres
- Rudimentary *weapon* (sword, spear, axe, etc):
- Branches + Stone + Fibres
- Rudimentary Bow:
- Branches + Fibres
- Rudimentary *tool* (Pickaxe, Woodcutting Axe, Torch):
- Branches + Stone + Fibres
- Rudimentary Loincloth:
- Animal Materials OR Fibres.
- Rudimentary Saddle:
- Animal Skin + Fibres
- Rudimentary Saddlebags:
- Rudimentary Saddle + Animal Skin + Fibres
- Minor Bandages:
Separating Survival out as a skill that is actually about survival makes sense logically, and also enables a basic game play loop for minimal investment. I assert that more players would be willing to traverse the world if they knew it were more accessible. All players who take the time to prepare with higher quality equipment from a town or settlement would have the advantage over them with in terms of PvE and PvP, but they should still be allowed to exist and encouraged to have fun.
This also enables a playstyle that currently struggles. The tamer / scout character. Before you could go out naked, get a horse, and scout around or travel - nice! With this addition, they would be able to head out with nothing and come back with something (while adopting much more risk due to their gear quality). This excites many.
Overall, I think a rework of this nature would massively improve new player experience, and would make launch much more fun. Imagine the hordes and hordes of new players, instead of swarming town and spamming "how do i make a sword", "what material makes good armor", you will have them filling the wilds and all or nothing PvP happening at every corner of nearby landscapes. Those who wish to escape the madness could roam further and further away from town, and not be told by the game mechanics that they are no longer able to play due to needing crafting stations in a town to make a basic sword and pickaxe.
This also enables a playstyle that currently struggles. The tamer / scout character. Before you could go out naked, get a horse, and scout around or travel - nice! With this addition, they would be able to head out with nothing and come back with something (while adopting much more risk due to their gear quality). This excites many.
Overall, I think a rework of this nature would massively improve new player experience, and would make launch much more fun. Imagine the hordes and hordes of new players, instead of swarming town and spamming "how do i make a sword", "what material makes good armor", you will have them filling the wilds and all or nothing PvP happening at every corner of nearby landscapes. Those who wish to escape the madness could roam further and further away from town, and not be told by the game mechanics that they are no longer able to play due to needing crafting stations in a town to make a basic sword and pickaxe.
Please let me know what you think. I am including a poll so perhaps this gets some traction with Starvault. I know they peep around, and I do not think it is too late to make a system like this work before January. It is a more a rearranging of the skill tree than anything else, and a few additions to already existing systems.
Cheers all,
Nef.
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