Whilst I was out and about gathering materials from beasts out in the open world, I was thinking about how the system could be improved for gathering off creatures. Whilst we can send our retainers for stuff, or buy stuff off the markerboard, I still think the original system for gathering these materials is needlessly frustrating, killing mobs over and over again in the hopes of getting a HQ, only to be saddened when the mob either drops nothing, or a NQ item, just isn't fun. So I decided instead of just complaining, to try and be productive, and in doing so I came up with the idea for a new Disciple of the Land: Hunter.
The Hunter could have an ability that lays a trap in a creature's walking path, which when sprung would allow another ability to pull the creature into a "pet battle" of sorts. This trap's effectiveness could increase over time with traits, much in the same way that Mining/Botany right now unlock higher level nodes. The Hunter's own beast would duel the creature, with essentially the creature becoming a node just like you'd find with mining/botany. You'd choose at the start of the battle which material you're after. (eg. aldgoat hide OR aldgoat horn), and then the node options would be attacks you and your beast do. The enemy beast fights back, and can even win if you fail enough times. (Gathering stat would reduce this chance)
Certain options on the "node" would increase your chance of gaining HQ items (think like crafting) but would be riskier, with a higher chance to fail than the standard options. At the end of the battle, if the Hunter wins, they'll gain a random number (1-5ish) of the item they picked, with their Perception and HQ options successes contributing to HQ chance.
Primary tool: beast whistle (made with Goldsmith/Carpenter)
This item when equipped would determine which beast is summoned when you enter the "node". With higher level whistles summoning more and more exotic creatures. Glamours could be used to "choose" your own beast regardless of whistle equipped.
Secondary tool: crossbow (made with Carpenter/Blacksmith)
This item could be used to do "combo" attacks with your beast during "nodes", and could even be the actions required to increase HQ chance.
What I like about this is that it uses the already established Gathering/Perception stats to gather materials, takes out the randomness of mobs dropping items, and introduces a new pet battling system that has a use for gatherers beyond being fun. It could also be expanded easily to include collectibles.
The classes storyline could be about the bond between them and their beast-friends, and about how to hunt in a sustainable manner, and to strike beasts in such a way as to not ruin the materials (HQ!)
I doubt this will ever be implemented but hey, it's fun to think about this stuff. what do people think?
Continue reading...
The Hunter could have an ability that lays a trap in a creature's walking path, which when sprung would allow another ability to pull the creature into a "pet battle" of sorts. This trap's effectiveness could increase over time with traits, much in the same way that Mining/Botany right now unlock higher level nodes. The Hunter's own beast would duel the creature, with essentially the creature becoming a node just like you'd find with mining/botany. You'd choose at the start of the battle which material you're after. (eg. aldgoat hide OR aldgoat horn), and then the node options would be attacks you and your beast do. The enemy beast fights back, and can even win if you fail enough times. (Gathering stat would reduce this chance)
Certain options on the "node" would increase your chance of gaining HQ items (think like crafting) but would be riskier, with a higher chance to fail than the standard options. At the end of the battle, if the Hunter wins, they'll gain a random number (1-5ish) of the item they picked, with their Perception and HQ options successes contributing to HQ chance.
Primary tool: beast whistle (made with Goldsmith/Carpenter)
This item when equipped would determine which beast is summoned when you enter the "node". With higher level whistles summoning more and more exotic creatures. Glamours could be used to "choose" your own beast regardless of whistle equipped.
Secondary tool: crossbow (made with Carpenter/Blacksmith)
This item could be used to do "combo" attacks with your beast during "nodes", and could even be the actions required to increase HQ chance.
What I like about this is that it uses the already established Gathering/Perception stats to gather materials, takes out the randomness of mobs dropping items, and introduces a new pet battling system that has a use for gatherers beyond being fun. It could also be expanded easily to include collectibles.
The classes storyline could be about the bond between them and their beast-friends, and about how to hunt in a sustainable manner, and to strike beasts in such a way as to not ruin the materials (HQ!)
I doubt this will ever be implemented but hey, it's fun to think about this stuff. what do people think?
Continue reading...