Loading...
  1. Dismiss Notice
  2. Dismiss Notice
  3. Dismiss Notice
  4. Dismiss Notice
  5. If this is your first visit, you may have to register before you can post: click the register link above to proceed. To start viewing messages, select the forum that you want to visit from the selection below.

Base gather amount boost

Discussion in 'Suggestions' started by Azraeil, Aug 30, 2021.

?

Should the gathering rate of base materials be boosted to match grinding rates in GamezBD?

  1. yes

    7 vote(s)
    63.6%
  2. no

    4 vote(s)
    36.4%
  1. Azraeil

    Azraeil New Member

    Joined:
    Aug 14, 2018
    Messages:
    17
    Likes Received:
    6
    Trophy Points:
    188
    I am suggesting a base gather amount boost for primary resources in gathering of 5x, the reason for this is to allow gathered materials to be collected in larger volumes to allow for gathering to be a viable gameplay loop when compared to grinding. Under the current settings to be able to make 500m/h gathering (which is a fairly per hour grind rate on the server) a player would require the ability to gather from a node every 1.2 seconds assuming they have 2k mastery. The value of the grind is only 30m/h in materials at that pace which is not achievable given the 1s minimum gather speed.

    If the base material rates were to be boosted by 5x this would allow a lifeskill player with 2k mastery, pen manos tool and buffs to be capable of earning 500m/h allowing lifeskillers to keep pace with grinders in progress per hour of active gameplay.
     
    loboram likes this.
  2. Archivar

    Archivar New Member

    Joined:
    Dec 27, 2020
    Messages:
    9
    Likes Received:
    9
    Trophy Points:
    118
    I personally don't think slapping a 5x increase in base materials will solve your issue. This will have a cascading effect on the market on almost all craftable products mostly elixirs and foods. This could potentially be devastating for alchemists/cooks. More raw items on market means prices dip or even crash. A feedback loop is created and you end up with not being able to sell your mats in the first place. The only people who will be happy will be the grinders who just buy ready-to-use goods off the market at a much, much cheaper rate. I understand imperials exist but I still doubt this change will do good to the economy.

    As a gatherer with 2k I can pull 800M just on sheep mountain or wolves [1h loot report]. Further processing could end up more but that's beside the point [Cooking meats or alchemy the blood].
    All gatherers with 2k mastery reading this will smirk and say "heh I once pulled 1. something bill on a good day".

    Most of the money comes from enhancing materials, not raws. Yes you can process the raws further down the line for extra buck but time is money right? :D

    Rotation is key to success if you want to reach "those grinders" and I'm sure a grinder needs his rotation to reach their sweet numbers.

    Also RNG >.> everyone needs RNG.
    Sorry if I misunderstood your point and I went on a tangent :D
     
    loboram likes this.
  3. DarkArtsSociety

    DarkArtsSociety WaitForAMinute

    Joined:
    Mar 10, 2021
    Messages:
    25
    Likes Received:
    1
    Trophy Points:
    58
    I don't understand this post too.
    Ok we are lifeskillers and we spend much time than grinders to made money but that's don't made a sense if you want boost of mats. In my case i can get around 15-18k meat/h (on 2030 mastery) and i can produce everyday around 27k Mediah Meal. If i change scenario with yours i can made around 70-90k Mediah Meal/Day. In this case we need to sell it and price will going down fast. But not that is the biggest problem. If market crushing of cooking section ppl who doing grinding will buying our recipe to lowest price and made more money than us.
    And in conclusion as a lifeskiller what do you want to do? To help others earn much more than you and at the same time you receive only 10% of the money for the time invested? Or continue to do as before?
     
  4. loboram

    loboram Respected Member Forum Legend

    Joined:
    Jan 29, 2018
    Messages:
    4,493
    Likes Received:
    709
    Trophy Points:
    433
    Location:
    Earth
  5. DarkArtsSociety

    DarkArtsSociety WaitForAMinute

    Joined:
    Mar 10, 2021
    Messages:
    25
    Likes Received:
    1
    Trophy Points:
    58
    This problem will persist because there are many categories that need a change. Many problems are in the categories of alchemy.
    I can give you an example:
    Plywood Hardener (325.000/each) recipe:
    -> 1 x Pure Powder Reagent 5.200 - 5.700
    -> 3 x Bloody Tree Knot 216.000 - 320.000
    -> 4 x Fir Sap 40.000
    -> 3 x Trace Of The Earth 516.000
    Total: 881.700
    In this condition is hard to change price for every item. And they will need calculate that for each item to modify base price. But we can still help ourselves. For example in the recipe above although I have a 60% chance of success (at guru 34) I prefer to use only 1x trace of the earth. But for that, of course, the level of alchemy must be above guru 30 (if that is less than guru 30 your success rate decrease with 13% to every 5 lvl's)
     
  6. loboram

    loboram Respected Member Forum Legend

    Joined:
    Jan 29, 2018
    Messages:
    4,493
    Likes Received:
    709
    Trophy Points:
    433
    Location:
    Earth
    At least you are fully aware of the problem then, however it shouldn't really be that difficult.
    If the database is put into categories, that make sense, then all this can be set in an auto-do calculation:
    ALL crafted items, check for material price, add maximum material price multiplied by number, and get new Crafted Item Price :)
     

Share This Page