Brighter Shores

Brighter Shores

Gatherer has a GIGANTIC itemization problem
Lets take a look at two items: Bone Spines and Femur Shards. The first one is right next to a deposit stone, while the second one is a few rooms away. Now I get that not banking items is going to be a little faster, after all I did to 500 forager... but THIRTY PERCENT FASTER if you don't bank Femur Shards!? And that's *far* from the most offensive gathering itemization issue. The bitterfruit has you running all the way to town every inventory and if you were to genuinely do this it would take you 1.8 TIMES LONGER to get the same amount of experience... WHAT?!?!? ARE YOU *♥♥♥♥♥♥♥* KIDDING ME?!?!?

You **NEED** to make these stack, or include a basket for them, or SOMETHING. This is ABSURD!! No ♥♥♥♥♥♥♥ WONDER every last max Gather has dropped a majority of what they picked. That is by far some of the most rancid game design I have EVER experienced in this already extremely atrociously designed game... Jesus ♥♥♥♥♥♥♥ christ. Also while you're at it fix the ♥♥♥♥♥♥♥ camera, I hate fighting that ♥♥♥♥♥♥♥ horse because it decided you can't rotate so it constantly whips around making it impossible to get a good angle on anything. Just awful. Genuinely garbage experience.
Last edited by Omega Haxors; Apr 14 @ 5:06pm
< >
Showing 1-7 of 7 comments
Fogmoz Apr 14 @ 5:29pm 
I was waiting for this, lol
Fogmoz Apr 14 @ 9:34pm 
Oh! Gz on 2k port
Greb Apr 14 @ 11:13pm 
You'll also find this with trees. Certain trees are just straight up inferior XP rates if you bank 'em or even drop 'em because of their positions or something, so a lot of people just skip them. Same with Carpentry, the logs which only turn into planks and don't have a second stage were pretty unpopular for training Carpentry, if I recall. Ash and Juniper I think?

I don't remember the tree. Poplar? Hickory? Juniper? It was one of them, lol. Hated by everyone doing Woodcutting + Carpentry. You'll get more XP per hour doing the tree you've had unlocked for the last 20 levels because of it.

Don't know much about Gathering admittedly, but I did think that things you couldn't bank should be able to be bundled into a sack at least, for selling. Although personally I'd prefer it if you could just bank everything. Bitterfruit or something, right? Just money berries, but why walk all that way just to make pennies when you can make sacks of gold doing something else (and a lot easier I might add!).

Maybe one day those Bitterfruit will have a use and will be one of those good money makers for people willing to do the soul crushing work of picking and banking them. Like a non-meta money making method I dunno. Like picking fungus in RuneScape or making clockworks or teleport tablets, I dunno.

But yeah, a sack for Bitterfruit I agree with, but not for things you can bank. Not everything needs to be a perfectly equal distance between the gather spot and the bank, it makes things less similar - some things you'll enjoy because of the proximity to the bank, other things you'll dislike because they're far away. It adds culture or something, I dunno - people being able to relate to each other.

I can mention that I hate Cabranese Ore, and people around me will instantly agree. It's a connection! Or something.

It was teased that Stonemaw Hill and Construction will make things less tedious in ways not explained, so maybe something like that will come along for Gathering as well. Build a pulley system "teleporting" the fruit straight to town :winter2019joyfultearssnowman:

Either way, it's better to earn, unlock and / or build things which improve your skilling ability, in my opinion. Rather than have the hand of god come down and move the resources slightly closer or something.
Originally posted by Fogmoz:
Oh! Gz on 2k port
Oh yeah, nice lol. Rank 5 forever. Good job :2018bestaward:
Last edited by Greb; Apr 15 @ 3:14am
XJ9 Apr 15 @ 5:42am 
Originally posted by Greb:
You'll also find this with trees. Certain trees are just straight up inferior XP rates if you bank 'em or even drop 'em because of their positions or something, so a lot of people just skip them. Same with Carpentry, the logs which only turn into planks and don't have a second stage were pretty unpopular for training Carpentry, if I recall. Ash and Juniper I think?

I don't remember the tree. Poplar? Hickory? Juniper? It was one of them, lol. Hated by everyone doing Woodcutting + Carpentry. You'll get more XP per hour doing the tree you've had unlocked for the last 20 levels because of it.

Don't know much about Gathering admittedly, but I did think that things you couldn't bank should be able to be bundled into a sack at least, for selling. Although personally I'd prefer it if you could just bank everything. Bitterfruit or something, right? Just money berries, but why walk all that way just to make pennies when you can make sacks of gold doing something else (and a lot easier I might add!).

Maybe one day those Bitterfruit will have a use and will be one of those good money makers for people willing to do the soul crushing work of picking and banking them. Like a non-meta money making method I dunno. Like picking fungus in RuneScape or making clockworks or teleport tablets, I dunno.

But yeah, a sack for Bitterfruit I agree with, but not for things you can bank. Not everything needs to be a perfectly equal distance between the gather spot and the bank, it makes things less similar - some things you'll enjoy because of the proximity to the bank, other things you'll dislike because they're far away. It adds culture or something, I dunno - people being able to relate to each other.

I can mention that I hate Cabranese Ore, and people around me will instantly agree. It's a connection! Or something.

It was teased that Stonemaw Hill and Construction will make things less tedious in ways not explained, so maybe something like that will come along for Gathering as well. Build a pulley system "teleporting" the fruit straight to town :winter2019joyfultearssnowman:

Either way, it's better to earn, unlock and / or build things which improve your skilling ability, in my opinion. Rather than have the hand of god come down and move the resources slightly closer or something.
Originally posted by Fogmoz:
Oh! Gz on 2k port
Oh yeah, nice lol. Rank 5 forever. Good job :2018bestaward:
Unless they make a new profession for hopeport.

I do agree the camera really sucks at times. I want to have a certain view, and the game says "nope, you get a birds eye view, too bad!". I do hope they make ways to teleport back to where you were or pouches to store items.
Greb Apr 15 @ 6:30am 
Originally posted by XJ9:
Unless they make a new profession for hopeport.
Well yeah I kinda hope every episode gets like 5-6 professions each eventually, but I imagine that won't be a thing. They'll rather save those professions for another episode, and if those skills happen to collide with a previous episode they'll just retroactively add some stuff, maybe.

Oh man, if they added more professions to previous episodes the salt would be immense I think. I mean, I'd enjoy it but people who have worked hard to max out an episode for a leaderboard position would probably go crazy. I guess we'd need another helping of "legacy mode" on the leaderboards if they did that :winter2019joyfultearssnowman:

It really does look like there are placeholders in some places though. Like Sailing of some kind for Hopeport, or Farming / Ranching for Crenopolis. For sure though they'll just add Ranching in like Episode 8 Boneraw Plains or Sailing in Episode 11 Terracotta Harbour and then just add an extra ranch area in Crenopolis and a few greebles to the docks in Hopeport to supplement it, right?

Well, who am I kidding. Those placeholder areas are probably planned to be used for quests.

But mind you...now that they've stripped away the individual combat skills, some of those episodes look mighty barebones indeed! Maybe they'll use them to bolster future episodes by adding new gathering skills in previous episodes or something.

Personally, I would like to see a Pottery skill added to Mantuban Mines. Mine-dig up some clay, turn it into various forms of pottery, use it to supplement Farming / Ranching with the containers. Also make improved passive containers and other things that can't be bought in the shops. For when the time is right!
Last edited by Greb; Apr 15 @ 6:31am
XJ9 Apr 15 @ 6:37am 
Originally posted by Greb:
Originally posted by XJ9:
Unless they make a new profession for hopeport.
Well yeah I kinda hope every episode gets like 5-6 professions each eventually, but I imagine that won't be a thing. They'll rather save those professions for another episode, and if those skills happen to collide with a previous episode they'll just retroactively add some stuff, maybe.

Oh man, if they added more professions to previous episodes the salt would be immense I think. I mean, I'd enjoy it but people who have worked hard to max out an episode for a leaderboard position would probably go crazy. I guess we'd need another helping of "legacy mode" on the leaderboards if they did that :winter2019joyfultearssnowman:

It really does look like there are placeholders in some places though. Like Sailing of some kind for Hopeport, or Farming / Ranching for Crenopolis. For sure though they'll just add Ranching in like Episode 8 Boneraw Plains or Sailing in Episode 11 Terracotta Harbour and then just add an extra ranch area in Crenopolis and a few greebles to the docks in Hopeport to supplement it, right?

Well, who am I kidding. Those placeholder areas are probably planned to be used for quests.

But mind you...now that they've stripped away the individual combat skills, some of those episodes look mighty barebones indeed! Maybe they'll use them to bolster future episodes by adding new gathering skills in previous episodes or something.

Personally, I would like to see a Pottery skill added to Mantuban Mines. Mine-dig up some clay, turn it into various forms of pottery, use it to supplement Farming / Ranching with the containers. Also make improved passive containers and other things that can't be bought in the shops. For when the time is right!
Idk I don't think we should stop ideas just because someone might get mad over a leaderboard position. Runescape gets new skills added all the time and someone can potentially be the new rank 1 despite someone staying there for years. OSRS might have this happen with sailing.

Idk when or why a new profession in a earlier episode such as hope port would be a good idea. New f2p skill? Idk. But I don't think people should be shocked if in 3-20 years from now an update like that happens. And yes, it does look like "empty spaces" in some places. Hope forest/crenopolis only having 3 skills just seems little.

And yeah pottery would be cool @ the mine.
Greb Apr 15 @ 10:28am 
True, that kind of thing will happen eventually with the big total level maxers anyway, right? Episodes consistently adding 1500+ to the total each time etc.

Hopeport is okay with it's four skills, but Hopeforest now only has three skills so it could possibly do with a fourth, F2P or not, it'd help get people into the game a bit more. No clue what the skill could be. I already think we'll get a Hunting or Trapping skill at some point that'll also include bug netting, but it won't be released for Hopeforest, but instead will simply add new skilling resources there (birds, rabbits, butterflies etc) - but likely premium only, and will annoy some people lol.

Nowhere in the big print or fine print does it say there's a minimum or maximum cap on professions per episodes, but just saying, if we were to keep things nice and equal and balanced, every episode would have an equal amount of skills, right? It'd look nicer in the professions tab :captainclown:

Glad you liked the pottery idea, lol. I guess it might crowd the mine somewhat, but a kiln wouldn't be out of place there. Mud and clay might though, considering it's all rocky - but it's not like they couldn't add a few new areas with it in. Lots of different types of fired clay, could add a magical or fantasy spin to it - plus the very act of making and spinning clay pots and stuff is quite fun, it'd be fun to animate. Could even be the first skill added with a failure rate, because I miss those, and miss when levelling a skill improved success chances and such.

Then we could also include glass blowing and have sand collected from Hopeport! Though that might be going a step too far :winter2019joyfultearssnowman:
< >
Showing 1-7 of 7 comments
Per page: 1530 50