Crafting: Type of resources, gathering and refining. Part 1

Discussion in 'Notes' started by Diamay, May 4, 2018.

  1. Diamay

    Diamay Count

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    Jan 17, 2018
    Today we’ll tell you about our crafting system. Description will be divided into 4 parts. So, the first one is devoted to types of resources (raw materials, refining and materials).

    In Reign of Guilds resources are raw materials and materials (that can be refined from raw ones). Therefore refining system and economic aspect of the game are relative.

    We want to clear out that we don’t provide players tools for gathering directly. Those tools are used by NPC that can gather resources. And players can simply control those NPCs (as counts), take gathered resources and move them to refining station to take materials and move them to warehouse.

    What should be mentioned is that as game is open world PvP oriented, system of gathering resources is closely connected with “caravan” aspect. Character’s weight capacity is limited and depends on stamina and weight of materials is close to realistic. Therefore, it isn’t very profitable to move resources on your back, so you’ll need to use baggage animals (that can be stolen by another players).

    In ROG world there will be 6 types of gathering facilities, 5 types of raw materials, 9 types of materials and 5 types of refining stations. We have a scheme for you that explains everything:

    [​IMG]

    We’ll start to describe scheme with gathering facilities:

    • Plantations
      Here one finds fiber that can be refined in textile factory that usually placed in cities. So fiber is one of the materials that should be moved as cargo on caravans. After refining, fiber turns into fabric that is used upon crafting.
    • Mobs
      Open world mobs are good source of hide and “spare parts” (teeth, nails, blood, bones and so on). Those parts cannot be refined and can be used in crafting right away. However, hide should be taken to skinner in order to get leather that can be used in crafting.
    • Open world
      Players can find resources and herbs that randomly generated all over open world. Those resources don’t require refining to be used upon crafting.
    • Mines
      In mines NPC can gather ore. Ore must be taken to smeltery which are placed in towns. Ore should be moved to smeltery via caravans. In smeltery ore refined into metal and alloys that can be used upon crafting.
    • Quarries
      In quarries special NPC gather stones. Gathered stone can be refined in special stonemason building close to the stone mine (in 10 minutes walking through open world). After refining you get stone blocks that can be used when character repairs items and upgrade castles. Stone blocks can also be used to complete world quests or be presented to other player.
    • Cutting site
      At cutting site NPC gathers logs. After gathering, logs can be refined to timber in lumber-mill that also placed near working lot. Timbers are used for crafting, maintaining and upgrading castles and finishing world quests.
    In this article we took into account all feedback you’ve shared. So we’ve tried to share information about raw materials and gathering/refining stations in short. In next article we’ll tell you more about count’s role in production sector of RPG world.


    Author: Grigoriy Lysov (@Radvald )
    Editor: Maksim Dvornikov (@Obscure ), Yulia Sigaeva (@Diamay )
     
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  2. Kozzion

    Kozzion III degree of vocation

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    Apr 8, 2018
    With sites you mean fixed locations harvesting can be done?

    So resources are only gathered there?
    Will this increase monopolisation of certain sites by strong guilds,leaving small guilds and solo players unable or make it very hard to gather them?
     
  3. Radvald

    Radvald Администратор ROG Club

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    Jan 25, 2018
    Yep

    We have couple of tools to avoid this.
    Firstly, it's balancing. The amount of resources spawning in facilities is much more than even the biggest guild can gather even with 24/7 gathering. Also, tier of resources spawning in certain site is not unique, players always will have alternative for any tier of resource.
    Secondly, it's karma system. If any guild will try to block certain facility and kill everyone who goes there it will lose a hell lot of karma in 30 minutes of bloodbath. The amount of thalers needed to fix lost karma will be incomparable to any benefit that they will be able to get for monopolization.
     
  4. Kozzion

    Kozzion III degree of vocation

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    Apr 8, 2018
    I am a little confused here with this system...

    1. So there is no real benefit to kill people that are gathering to steal their resources or to try and slow down and cripple their economy?
    Or at least only a few times since otherwise the karma system will be too costly for the attacking guild... ..

    2. This means thar these sites are not ment to be hotspots for PvP and item stealing ?

    3. The resources gathered have to be dragged away by caravans wich are able to be attacked but they fall under the same rule of karma that when you kill too much caravans , the benefit is gone due to the amount of thalers needed to get good karma again?
     
  5. Radvald

    Radvald Администратор ROG Club

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    Jan 25, 2018
    There is benefit, but not on a guild scale. Maybe for little pk-groups or some lucky solo-players. And of course it's only beneficial stealing caravans, not killing players who carry mats by feet.
    But when we are talking about "monopolization" it means that guild kills players who want to go to facilities, not out. In that case it is unprofitable.

    It is nearly impossible to cripple economy of guild via blocking resource gathering. Everybody will have access to auctions with mats in every city regardless of guild, and there always will be alternative gathering sites.
    But you can cripple economy by attacking and stealing caravan with taxes.

    We do not want it to be field of conflict for institutions(guilds) or even much worse as field of conflict for institutions vs solo-players.
    But surely, it can be hotspot for small scale conflicts.

    Caravans are small carriage with donkeys that are held by players. In that case stealing 1 caravan = killing 1 player. As i said, killing players with caravans and then dragging caravan by yourself is profitable, cause it costs little karma(if you do not need to deal with whole guild carrying 1 caravan). But if u kill all players who go out of the mine carrying 20kg of ore in their inventory u better consider other way of earning money in-game:)

    PS. you can carry around 80 kg in your inventory and around 1000kg in the donkey. When you die, you lose around 50% of mats from inventory and 100% from the donkey. Moreover the donkey itself :)