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ArtCraft Entertainment | Official Site
MMORPG | Setting:Fantasy | Status:Development  (est.rel Q4 2019)  | Pub:ArtCraft Entertainment
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Wildcrafting Allows Resource Gathering on the Run

Posted by Suzie Ford on May 31, 2018  | Comments

Wildcrafting Allows Resource Gathering on the Run -

If you're in a hurry and don't always have the time to conduct proper harvesting, Crowfall has you covered. Wildcrafting is a way to gather plants that can literally be done on the run. "You see a spawned resource and you can run up and grab it with a single button press", the blog reads. This is considered a second-to-second loop as compare to, for instance, combat that is a minute-to-minute loop.

When we design foundational systems, we try to architect a hierarchy of engagement loops for that activity, with the time required to perform the activity and success rate determining the value of the reward. For example, killing a hellcat is a minute-to-minute activity, which gives you an OK (but not amazing) reward. Sieging a keep is a week-to-week activity, and engagement requires some investment, so the rewards are higher (you get to own the keep, and a ton of Victory Points). To get even more fancy, you try and loop the smaller loops inside the larger ones, so that doing a bunch of smaller tasks helps you achieve the larger goal (for the next larger reward), and on up the chain – and you bridge between systems, so that killing a creature (combat pillar) bridges you (find a rare reagent) into another system (crafting, or player economy when you sell it to someone else).

Read the full post on the Crowfall site.

Suzie Ford / Suzie is the former Associate Editor and News Manager at Follow her on Twitter @MMORPGMom