Hrungr
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Post by Hrungr on Nov 26, 2016 6:54:00 GMT
I really didn't mind the harvesting for my pile of stuff in DAI, but then again I liked my shards soo. Shard collecting I was completely on-board with for at least 2, maybe 3 playthroughs. I definitely had fun with that the first couple of times. Beyond that though, the tedium did start to set in. But I don't think it was until playthrough #6 before I was actually looking for ways around collecting.
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Post by Deleted on Nov 26, 2016 7:18:22 GMT
I agree with you about the shard collecting, after you get your achievment for finding them all, there just seemed to be no point in continuing the search in later games. As for collecting items/resources, what if you have to find the first one and then your able to get more by sending out scouts and handle it the way the wartable was handled? It would be like the initial one you find, you show it to a scout and then the scout knows what it is you want him/her to get. The number of scouts you send out can be related to your level or the number of perks you have...??
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Hrungr
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Post by Hrungr on Nov 27, 2016 7:45:07 GMT
I like your idea, Hrungr. When you visit the mines you could clear them of baddies and creepy crawlies and the more you upgrade the mines the more challenging the enemies could get. Yup! It could also be set up in such a way that these operations tempt the PC into continuing to invest with different carrots. - Continued investment leads to the discovery of buried ruins/etc., uncovering them little by little... Mysteries, monsters, and moolah. Also, exotic plantlife/wildlife for more resources. - One might start off as a normal mine, but continued investment leads to finding a vein of an entirely new metal/mineral. - Maybe you find a cave of... lyrium spiders or something, and after you clear them out you have caves full of webs can be woven to produce magical cloth. - Perhaps greater investment in your hunters (for hides) increases their chances of finding something interesting for you (a hidden new locale/loot/etc.) - Maybe investing in your farmers turns up ways to improve yields, attracts the attention of herbalists who are willing to trade for exotic plant seeds from other countries. - Investing in your textile producers can result in higher volumes, experimenting to create new fabrics. - More investment, the higher chances of finding fade-touched materials. Maybe even leading to a way of producing them. Just spit-balling here... X amount of common material + Money for mage services/special equipment to produce 1 FT material. Costly enough investment in raw materials that you notice it, but you're no longer having to farm hour after hour to find that one FT Silverite.
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Post by dragontartare on Nov 28, 2016 1:37:38 GMT
Would it be insane to suggest that these little mines could be generated from a random seed upon discovery, so that you get somewhat different loot and layout each playthrough? It might cut down on the mundane feeling of resource gathering.
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Post by PapaCharlie9 on Nov 28, 2016 2:55:17 GMT
Would it be insane to suggest that these little mines could be generated from a random seed upon discovery, so that you get somewhat different loot and layout each playthrough? It might cut down on the mundane feeling of resource gathering. That is an excellent question. There are pros/cons either way. TL;DR, I think it should be a setting, with default random, but give me the option to "lock the dungeon down" so that it's the same from run to run. Pros for randomization: adds variety and replay value, minimizes boredom. Cons against randomization: learning from mistakes should be beneficial. As you get better and better at resource management from run to run, effort you put into getting better should be paid off. This is particularly true if you make a mistake. How can you learn from that mistake if the next run, some other random resource center takes it's place? Of course, that con can be mitigated somewhat by just reloading from an earlier save, but it still falls short in subsequent runs. The RNG resets any wisdom you gained by making mistakes in the previous run.
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