Crowfall puts the ‘action’ in its harvesting system

    
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Leave it, homes. I'm chilling.

With Patch 5.3 on the horizon, Crowfall is striving to add more than just race and class options. One feature that’s going to be worked into this newest alpha build is what the team is calling “action harvesting.”

Basically, this means that harvesting will become a lot more involved than running up to a node and jamming on the F key. Instead, players have a new survival tray — a dedicated hotbar — that stores all of a player’s harvest-related items and skills. When players switch into harvesting mode, this bar will pop up and they will “attack” nodes by left-clicking, a process that is augmented by the abilities and items they use.

Check out the hour-long development team Q&A on this revised system after the break!

Source: Crowfall
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socontrariwise

I don’t understand what is new. That you hold down left mouse while harvesting is common in other games. Bad for carpal tunnel for gatherer. Left click for start and left click again for pre-mature stop I’d prefer greatly. Otherwise this is very standard fare or am I missing something?

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Raimo Kangasniemi

If it turns out players won’t like this new system, it will be changed or dropped altogether. That’s how it goes. No need to get too wrought up about it.

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Robert Mann

I like the idea that gathering and crafting can be more than ‘press button, watch progress bar’ but… I’m not sure I want a combat system knockoff in place of that. Actually, let me correct myself, I’m pretty sure I DON’T want a combat system knockoff in place of that.

I’m going to guess very few people really do. There’s certainly demand for something more involved, and for crafting and gathering not to be just random tasks in all games that are more or less red-headed stepchild level of focus. That doesn’t need to apply to all games, not does it mean that this is the way to go about things.

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Roger Melly

Was interested in this until I realised there were no factions . I dislike pvp games where there are no factions because they often lack a community feel and end up in a gankfest .

OldManofMars
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OldManofMars

There are factions, campaigns will be divided up into either 3 major factions, 12 minor factions, Guild vs. Guild or a completely faction-less free for all.

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yoh_sl

I’m of two minds about this.
On one hand I encourage making crafting and harvesting enjoyable, as doing something is inherently better then doing nothing. (like the significant majority of MMOs)

However, this kind of feels like a patch to a problem they willing ran headlong into.
They started from the premise, “harvesting is about standing around for long periods of time at resource nodes”, and now they are trying to make that standing around more engaging.
Rather then, ya’know, not standing around like a jackass.

While in some limited instances standing around is unavoidable, like trees and perhaps ore.
For most everything else you should only spend fraction of a second harvesting before moving onto the many many other nodes strewn all over the place. Think the Witcher 3, or Stardew Valley.
Ie, Harvesting is inherently integrated into exploration. Rather then be an obstacle and halting your exploration, as it often is in MMOs.

I do hope this pans out for them, even if they did start from a lousy premise for harvesting.

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Robert Mann

Hmmm, for some games I agree, that style can be fun. I, however, would disagree it is the only solution. In fact, I happen to like games that don’t just go that route as well.

Given that it is a PvP centric title, I find the idea a little odd… and yet the entire reason you are standing around is to be a tempting target (and try to get yourself nice stuff) so it really is part of their design of other things.

Who knows, maybe some people will like it. To me, it seems like the exact sort of mini-game I’d want to avoid in harvesting… one focused on pretending it is combat. It isn’t, and the last thing I want to do while harvesting is combat.

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yoh_sl

I don’t understand how you are misconstruing what I am saying.
I never said anything about it being the only solution. Only that I would take some enjoyment over nothing when it comes to crafting/harvesting.

That and some of the innate boredom of crafting/harvesting is self imposed by the developers. I also don’t see how it makes a lick of difference whether or not it’s a PvP game.

Boring, terrible crafting/harvesting is still just as bad no matter what the core engagement is. Whether your engaged in a mini game, afk or bored out of your fucking mind, isn’t going to make much of a difference when people come to kill your ass. How you react is what matters, not what your doing at the time.

But I will agree that the idea of ‘attacking’ a resource node is fucking silly.

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drgreenhoe

As a harvester, I like it.

Andy McAdams
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Andy McAdams

Gamers: “I wish devs would do something different and implement unique ideas instead of the same thing over and over”
Also Gamers: “this is stupid. They should just do what they have always done because everyone knows it…”

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Slaasher

Truth brother. In reality, I agree with Steve Jobs when he said that people don’t know what they want. They have to be shown.

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Robert Mann

Well, I fall into the first, but the second I’m not so much in. I may not like the chosen idea, and I don’t like this one, but I won’t say “Eh, they should have stuck with status quo” unless it’s an extremely bad idea.

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David Goodman

‘Attacking’ a node will only be engaging for a short time period before it becomes a tedious repetitive action.

The problem I have with this is that they’re trying to make an un-exciting activity unrealistically exciting. Chopping a tree, swinging a pickaxe, shoveling horse corpses off a tarmac — it’s all unexciting work, it’s very tedious, very repetitive. Nobody does the job because it’s exciting, they do it because you don’t want a hoof caught in your intake

That’s why games automate it, and make it a single click process. Making us “fight” a rock and use “abilities” on a rock sounds just awful.

Maybe – MAYBE – make a ‘game’ out of the actual crafting of an item. There’s a lot that goes into blacksmithing that does rely on skill, knowledge, and timing — but not collecting the ore.

Now if you’ll excuse me, I have to drag an equine out of the way of incoming flights.

oldandgrumpy
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oldandgrumpy

Seems it fits into the PvP –

Harvesting tools will soon be important to attack the walls of forts and keeps, as well as the Banetree and Tree of Life

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socontrariwise

Blacksmithing or gem cutting in A Tale in the Desert is awesome. Actual 3D modeling with different tools (sharp, round, flat) and you can’t go back …
Instead of making 2 chopping anims but needing tons of wood and thus do lots of chopping, make chopping a mini game where you swing and have to hit the mark. And then make carving etc another mini game where you spent time carving the shape in 3D and then need only ONE PIECE.
Amazing isn’t it?
FreeRealms was pretty neat for this too. I used to play lots of their minigames just for the games and never got around using most of the resources I gathered.

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Bryan Turner

That sounds like an unnecessary pain in the ass.

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Rolan Storm

*reads comments* On the other hand no one did anything like that before. At least no one I know of.

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Wanda Clamshuckr

On the other hand no one did anything like that before

Probably for a good reason.

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Rolan Storm

*sigh* So much negativity in MMORPG comment sections. Always. On the other hand one does not have to be psychologist to know the reason.

One of the most sophisticated and interesting crafting systems that players praised a lot was of SWG. And Crowfall’s crafting system consultant is Raph Coster, the man behind SWG crafting system (though I do not remember whether he was the only author).

Maybe ‘wait a see approach’ for a change? No? Okay. *walks away*

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Wanda Clamshuckr

I dunno. Some people don’t have to hit themselves in the head with a hammer to know it will hurt. YMMV.

hurbster
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hurbster

They did it in Ryzom.