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  1. TL;DR Stop making wild changes to tames/gathering and follow a set formula, X (Amount Gathered) / 5 Minutes (Static Amount of Time Spent Gathering) = Gathering Rate Higher Quality "Tools", whether actual tools or tames, should yield higher results over that set amount of time. ------------------------------ So, at this point, I've seen you remove weight reduction, add weight reduction back, change base weight and more to creatures. There is a simple formula that should be used to solve this problem and you just don't seem to be using it. The grind in this game is real, no matter what I want to do, everything comes back to having to gather more resources. You should at least make it so that as I "progress", or move up in "tool quality", that gathering should feel as if it is less of a burden or at least yielding high results for less work. X (Amount Gathered) / 5 Minutes (Static Amount of Time Spent Gathering) = Gathering Rate Time is the constant, so that is what you should base everything off of. Let's take thatch and the recent Giraffe change into account. There are multiple ways to gather thatch, which are, Stone Pick Metal Pick Low-Level Giraffe High-Level Giraffe Bred Giraffe (At a future time) Then let's take into account the time it takes to acquire these things (Generalized numbers), Stone Pick (2 minutes) Metal Pick (5 Minutes) Low-level Giraffe (1 - 3 hours, taking into account having to sail to locations with Giraffes) High-level Giraffe (1 - 5 hours, taking into account having to sail to locations with Giraffes then a "High-level" one spawning) Bred Giraffe (8 - 30+ hours, depending on how you do the breeding system. If you do it same as Ark, time = infinite if someone wanted perfect stats and to keep the line progressing.) Progression should be rewarded, and it just isn't right now. The time spent acquiring these "tools" should be rewarded with higher gathering ability, and the recent Giraffe update just isn't that. Over a constant time span of 5 minutes, gathering rates should progress so that the "higher quality tools" yield higher results. Right now the time spent attacking with the Giraffe, the attack which acquires thatch, the animation is so much slower than the time spent swinging a pick that the yields are ultimately lower, thus defeating the point of spending 3-4 hours acquiring a Giraffe, let alone breeding and so forth. Gathering rates should be akin to, Stone Pick (5 Thatch per second) Metal Pick (8 Thatch per second) Low-level Giraffe (12 Thatch per second) High-level Giraffe (16 Thatch per second) Bred Giraffe (24+ Thatch per second, depending on Melee level) Right now a Low-level Giraffe and a High-level Giraffe really aren't that different. If you are having problems balancing stats between low level tames and "high level" tames, maybe now you'll see why Ark had a level cap of 150 for wilds (Or at least last I played, Atlas has pretty much replaced Ark for me, although it's pretty much just Ark with 30+ minute waiting times that you call "adventure on the high seas", but that's another discussion). It was so there was enough room in there to balance the difference between a level 1 tame and a level 150. So the next time you try to balance gathering, spend 5 minutes on each method and see if there is solid progression there. If you "upgrade your tool" and don't acquire more of the gathered resource than you did previously over 5 minutes with an inferior tool, YOU DIDN'T BALANCE CORRECTLY. THE JUICE NEEDS TO BE WORTH THE SQUEEZE - Alternatively - Why is gathering the only source of income for resources? If you'd cut those god awful Ship of the Damned out and replace them with ships the same as ours the game would be significantly better. - The Pirate Tree would have more relevance on PvE, and be more useful overall, since taking the increased salvaging perks would actually have a use on PvE. Letting us board / capture NPC ships would be legit (Especially if you added rare spawn ships as I mentioned in a previous post). - Diving would be more relevant, if you made recovering the materials from the NPC ships the same process as if a player ship had been sunk. - You would open up a new avenue of acquiring resources, which could balance out the resource cost of sailing ships. - You could add factions that those ships belonged to, allowing players to join those factions and sink enemies of other factions. - On this note you could combine the PvE/PvP servers together, I mean the PvE servers have to be below 3k players on average, why are you paying for so many servers when they are mostly dead? If players had to join factions to open up PvP then everyone could play together and we'd stop having to play in dead worlds. - Also on that note, faction ships could have "trade routes" or "patrol routes" so that you didn't have so many rando Ship of the Damned sailing everywhere, they are just annoying. It isn't an adventure when every five feet is another ship, it's just tedious. They could also sail in fleets of varying sizes, making some more challenging than others. FYI, the "meta" right now for sinking SotD is to just put cannons on the back of your ship and trail them after you so they can't hit you while you fire back at them, boooooorrrrrriiiiiiinnnng. If they sailed in fleets and in patterns, you'd have to deal with ships coming from multiple directions. - The game would have more of a "Pirate" feel to it, right now your pirate game doesn't feel very "Pirate-y", at least not on PvE. (Which I switched to because you won't region lock China and they just drive the ping up so people can't even fight back) - I feel like Factions and this whole section deserves it's own post, so I'm going to go do that now. In summary, Stop making wild changes to tames and gathering, follow a set formula! (Colors added because I saw someone else do it in their post and it looked pretty)
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