Region (NA/EU): EU
Details: Basically a timer that controls what loot pool, as well as amounts of course, the gathering will be from; Hasn't been picked or gathered in over one year Adventurer's Pack loot pool, for example.
It is intended to make use of the beautifully created game world, that most players never ever get to see other than the roads used by "auto-move". Also would boost gathering which has been hobbling along for the past couple of years now. There simply aren't enough daily gamers here to support the Materials Markets anymore.
Hello BDO forum community, I would just very much like some feedback on this topic.
Is it too difficult to understand the premise?
Are there any modifications to my suggestion, you would like to see personally?
This idea would be excellent for getting people to explore the wider world of the game, benefiting player engagement. Alongside this, I would like to see everything that looks as though it could be gathered from, actually be gatherable. There are too many rocks, trees, and herbs that are cosmetic rather than actually available to be gathered from. This confuses players, making them stick to a specific rotation where the know everything in it is gatherable.
"There are too many rocks, trees, and herbs that are cosmetic rather than actually available to be gathered from." This, believe it or not, was going to be my next suggestion. I wanted to see this game realized as the creator saw it, fully interactable! However I do see the huge problem from the coders/graphics perspective, since this would require having to go through all the "doodads" (3D models of various things in the game-world that aren't interactable but just for show), and attach coding to each and everyone of them. That would be a bit too much in one go, I think their development team already have far too much on their plate already. But that is an assumption...soooo not really sure.
"There are too many rocks, trees, and herbs that are cosmetic rather than actually available to be gathered from." This, believe it or not, was going to be my next suggestion. I wanted to see this game realized as the creator saw it, fully interactable! However I do see the huge problem from the coders/graphics perspective, since this would require having to go through all the "doodads" (3D models of various things in the game-world that aren't interactable but just for show), and attach coding to each and everyone of them. That would be a bit too much in one go, I think their development team already have far too much on their plate already. But that is an assumption...soooo not really sure.
Excellent! Since the core issue is the non-interactables being confusing for players, second best to them being made interactable would be for there to be a settings option allowing you not to see them, and for these to not be collidable. Since gatherables are usually outside of towns this could be applied without affecting town/city atmosphere. This change would reduce server load, by not having to render a bunch of things that the engine would otherwise have to render.
Hehe, sounds very nice to me personally, although I would have to weigh the amount of work the suggestion would create for the team, versus exactly how much better everything would get, for as many as possible gamers playing the game actively.
I think my suggestion is indeed doable as is, I believe the Gatherable Materials in-game already come with a timer; Respawn-Timer, right? So why not just expand that timer, to watch how long it takes for someone to come along, and gather That specific Material, adding the small [IF "not gathered clock" > "1 hour/1 day/1 week/1 year" THEN "add gather bonus X] code?
Many people experience a significant amount of lag in BDO, a lot of that is related to having to render graphical clutter no matter what settings you are using. So even if a player never gathers, being able to turn off (make invisible, remove collision) random non-interactible debris would be helpful for all those players.
Many people experience a significant amount of lag in BDO, a lot of that is related to having to render graphical clutter no matter what settings you are using. So even if a player never gathers, being able to turn off (make invisible, remove collision) random non-interactible debris would be helpful for all those players.
Except this is now about reducing graphic-clutter and not what this topic is really about. Let's get back on track and talk about the topic at hand instead of trying to make it something else, please :)
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