Feedback talk:User/Adhyron/Infinite Use Gathering Items

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100 uses vs infinite[edit]

Personally, I don't find this a big handicap. Early on, we have access to 100-use gathering tools. Your idea of a single tool for each type of gathering is interesting: instead of buying new weapons, you buy recharges.

However, what I wish is that we don't have to waste as many items, e.g. (a) we could combine partially used tools (80-left + 50 left gets us a new, 100-use tool) or (b) they could be sal'd for parts. – Tennessee Ernie Ford (TEF) 17:15, 26 July 2012 (UTC)

One less monotonous thing to do[edit]

Consider some things the devs have done to done to reduce or eliminate the monotonous parts of the game - being able to deposit collectibles from anywhere and access storage at crafting stations are great examples that help to maximize the time spent playing where you're having the most fun. You're right, this isn't a big deal, but I think there is still room for improvement.

You don't even buy recharges, you just get charged a small amount of gold for each use. For example:

Player would start with the rough mining pick - currently 24 coin for 100 uses. Instead of buying/recharging, the pick would have infinite uses and the player would be charged 2 coin for each use.

Player could upgrade to iron mining pick for 32 coin (pick costs 56 coin for 100 uses). Each time the player used the upgraded iron mining pick they would be charged 5 coin per use. And on up through the higher ranks.

Or maybe you could even have a more sophisticated pricing structure where the player was charged based on what they were mining. So if you used the upgraded iron pick to mine iron it would cost 5 coin, but if you used it to mine copper it would cost 2 coin.

Does that make sense? - Adhyron 17:37, 26 July 2012 (UTC)

I don't like the idea of being charged per use for some reason (even though the end result is the same). I guess I prefer paying upfront and amortizing the use of the item. However, if ANet can code it, I think a lot of other players would like it, since it reduces the need to micromanage this bit of inventory. One would only need to upgrade the harvesting tool, rather than replace it every 50 or 100 uses. – Tennessee Ernie Ford (TEF) 03:46, 28 July 2012 (UTC)

+ Salvage kits[edit]

Now that I think about it, you could do the exact same thing with salvage kits. They could be taken out of inventory (one more space!) and put in the same area as the other gathering items (sickle, axe, pick). Adhyron 04:51, 30 July 2012 (UTC)


Exhaustable resource gathering tools and salvaging the most idiotic elements I've seen in a game.[edit]

Seriously. I've been alpha and beta testing games since I was a child (SEGA at age 7) and game professionally (@bashpr0mpt on Twitter for verification), I've seen some pretty idiotic and lame things in games, but these two take the cake. If the aim is NOT to be irritatingly repetitive and boring, then you missed it by a long shot. Gathering should be perhaps tool specific (two or three mining picks to harvest all minerals, or more intelligently, a mining pick, a shovel to access deeper materials, and a hammer to break and chip rock) and likewise for the other two gathering types. Adding slots for these perhaps, and MAYBE having them deteriorate with use.

Carrying '100 mining picks' is just ludicrously unintelligent and retarded and I question why you haven't fired any staff member who would suggest something that idiotic. Further the entire concept of salvage is equally obtuse. Especially when 1. crafting professions are a gold dump (especially with no auction house for quite a while) and players who can't math don't realise that not having any professions is the best economical decision they can make, 2. the price you get from vendoring items surpasses the price of the salvaged items that come from the destruction of said items, thus salvaging is for chumps.

When I first found out about the salvage thing I was honestly QQing at how dumb the concept was. It's like a JRPG where you collect globs of ooze, rotten teeth, and feathers by the several thousand (lol Final Fantasy) and stick them to your now god awfully heavy and unsightly weapon for bonus super powers. I get that. But it just doesn't work. Especially when you rip us off and a 1S weapon turns into a 7 copper wooden log (how the fuck does that actually happen btw, how did a pistol turn into a log?!) but generally the above two issues also destroy all immersion and reality of the game, meaning you're utterly disenfranchising RPers and people there for the RPG aspect of the game, which are usually adults, as opposed to hack and slashers who are usually kids. Last I checked adults have more available income to buy your shitty gems. Bashprompt 11:47, 4 September 2012 (UTC)