Please. We already have to carry around too many doodads, resource gathering is already enough of a slog, without adding this. It will also be more difficult for non-strengthers to contribute to resource gathering for settlements.
Please consider reverting this unneeded and unasked-for change! Thanks.
This is a terrible addition which adds nothing to the server but more tedium and another item to both the inventory and another pound of weight for low strength characters. Are we going to need a 'toolbag' now?
I would suggest waiting for the actual announcement before condemning the change
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Honestly I think it could be a great thing, much more immersive and will certainly make gathering resources less "silly".
But only if consideration, to an extent, is made for the low Str characters, as well as some sort of consolidated "tool belt" item or something like that.
Like everyone said this is just going to dissuade certain characters from even bothering to farm resources, most low Str PCs already have to play a very delicate balancing game with their inventory and adding the requirement for these items could mess that up a lot.
On the flip side if this is the beginning of a whole, much more in depth, change which creates a more diverse, fun, interesting, and immersive resource gathering system then i'm all for it. It really could become something amazing and I look forward to see where it's going. At the end of the day if it simply doesn't work or belong on the server it can be reverted anyway.
Also don't despair yet all yee low Str peoples, it is possible to enchant 1lb items (so long as that's the weight of the tools needed, much like the shovel) to weigh 0.0lbs with the 10% enchant, entirely weightless. It only then becomes a matter of bag space instead. I often carry "Shovel of Weightlessness" or "Featherweight Magic Shovel" on my low Str characters.
Sockss wrote: Mon Aug 05, 2019 10:25 pm
Is resource gathering the same efficiency with both weapons and tool? (That is can you expect to get the same amount whether using one or the other?)
Why wasn't resource gathering made a click, animation and wait routine instead of making more inventory bloat?
I believe the overall yield is much the same. These items will likely be of little use to high level characters, but vital for those starting out, and should signifcantly give them more agency in the economy (As low level PCs are often employed in resource gathering)
Previously, unless one had made a strength character resource gathering at low level was rather frustrating.
Orian_666 wrote: Mon Aug 05, 2019 10:31 pm
Can you still gather with summons/spells?
I believe so, as I said in the update the intention of this update was not intended to make existing resource gathering any less effective, and a script update is in place to reduce the frequency of those feedback message.
That's cool, and if the items are the same as the shovel (in terms of weight) then they can be enchanted to be weightless. So it's just a matter of optional inventory space bloat for the sake of better gathering.
More options is always a good thing
I like the option, it's a good thing since it doesn't nerf the already existing "use a normal weapon" method.
However, I do exort the staff to consider when adding things or changing things that people build their characters certain ways, have limited inventory space and weight and after being made we cannot change that. I play an old, old character who was made in an era where we had actual weight reducing bags, therefore, I (and everybody else) built for that having a low, but usable strength. When bags were removed, my character was screwed. Nobody offered me an option to move a few points from a stat to STR (which would have made sense and salvaged the character. Since then, things have only gotten worse for people in situations like mine handling our inventory. Keep this in mind before you alter things, please.
Sockss wrote: Mon Aug 05, 2019 10:25 pm
Is resource gathering the same efficiency with both weapons and tool? (That is can you expect to get the same amount whether using one or the other?)
Why wasn't resource gathering made a click, animation and wait routine instead of making more inventory bloat?
I believe the overall yield is much the same. These items will likely be of little use to high level characters, but vital for those starting out, and should signifcantly give them more agency in the economy (As low level PCs are often employed in resource gathering)
Previously, unless one had made a strength character resource gathering at low level was rather frustrating.
Thank you for confirming you don't need them, my inventory breathes a sigh of relief!
Tarkus the dog wrote: Tue Aug 06, 2019 10:54 pm
From 100 coal per one Cordor Coal Mine run, to 68
Are you sure this is new? I feel like the past few weeks I've been getting much less coal, and much less copper, at least.
On the other hand, I chopped 2 tinder mushrooms yesterday and only got 3 softwood combined.
I do agree with the sentiment, though. Coal in particular already goes way, way too fast. If this change does indeed decrease the amount of coal and/or other resources retrieved using normal weapons, I really think it should go back up.
If you have more than three attacks (and so are doing 2+ attacks per flurry), then due to a biobug, the damage used on the -last- attack in the flurry is used for -all- attacks that hit. So if you attack twice in a flurry and hit for 20 and 40 damage, you will be counted as doing 80 damage (but if you hit for 40 and 20, you are counted as doing just 40).
If you do say 105 damage when the resource has only one hitpoint left, you get rolls for 250, 275, 300, 325 and 350 damage points - so you basically get 4 extra rolls. This is the only bias in the system in favor of doing large amounts of damage.
This part here was also shadow fixed along with the implementation of mining tools.
Or so I suspect and have gotten somewhat confirmed.
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