But there aren't any! *cough*
The problem I see is, aside from making a swarm enemy similar to necroflies, the bugs would be unreasonably large. Though I guess we have gigantic spiders, don't we... *imagines an aphid the size of a dwarf* Yuck. XD
Whether intended or it just happened to work out this way, I already have spiders in my head as the guards of fabrics, so that'd be my choice for those.
Now, food I think has two suitable guards depending on the type of food. Meat resources could have wolf guards (maybe even werewolves at higher tiers). The most fitting guards I see for vegetable resources would actually be maggots, but those, as far as I've seen, only have two variations and that'd get old fast.
If in any way possible, I'd like to see maggot guards with a new texture or two to differentiate tiers. The HZ maggot was always a neat model, I thought, and you really don't see them past level 20 or so.
Edit: All of that is of course assuming that these guards must be picked from existing models and not suggesting totally new ones.
.:Malestryx:.
Aegis Shatterer - Scourge of the Scourge - Blight's Own Decay
Good point... spiders and stuff. Something we can work on, yes.
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Hurray! Morrison is back at his house near Bristugo!
And the wisps on wisp isle are moving again!
If you can't see 'em, you know you've got proper invisible runes.
Please don't forget that making all decent-reachable resources guarded may be fun for the onlookers, but will not be fun for people that like to craft when they want to craft, and adventure IF/when they want to adventure...
What always strikes me is: go look at the resources that are guarded, while also having unguarded decent alternatives... there are no crafters there, unless perhaps a few of the kind that so far overpower the mobs that they can reap them in piles, making crafting easy... for them. But other then those? Hardly ever!!! So who-ever declares this guarding of resources to be such fun... ingame reality dóes learn otherwise imo...
So please be cautious when considering these things. Perhaps here and there one large node, with one mob that has a very small aggro-range (so the player only has to fight if he wants thát node) would be accepted... not at all sure about more then that (talking ingame-reality here..., not talking brainstorming on the board )
I don't think there was any intent to take away unguarded fields here, Galilee. As far as I saw, the topic was if there were to be guarded spawns of cloth or food, what should guard those resources. I don't think the intent was to have all cloth and food resources guarded.
.:Malestryx:.
Aegis Shatterer - Scourge of the Scourge - Blight's Own Decay
the intent of the thread was to suggest there being larger cloth, and confectioning resources... i.e.: larger kenaf nodes, larger tomato vines...
the intent was not, as Raptress said, to take away unguarded resources... but that it be much like other resources.
Example: obsidian, there are both guarded and unguarded areas of this stone with the guarded ones having rich and motherlodes.
example of my suggestion: kenaf, guarded and unguarded, guarded with large and 'motherlodes'... unguarded, the happy kenaf you know in Heather
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You know.. Gruoks would make a logical food guard... seeing as we have Gruoks spread through all tiers and I generally associate them with boars/pigs which for the most part are plant eating animals that root around forraging growing food and often are hostile animals
Soraii
I find it interesting that some want guards on other resources which makes things difficult especially those crafters that don't adventure.
But when it comes to removing nadia, many want to be able to just go buy them rather then hunt.......
This subject came up because wisps and fabric materials in particular don't have large/massive types.
Amon's response was because they're unguarded.
Fabrics and wisps do have guarded locations. Wisps in the forests are guarded by treants and/or oastics.
Fabrics are guarded by spiders.
There are unguarded locations also for these resources, just as there are unguarded metals, stone.
The food materials are largely unguarded.
Just for the resource fields that would gain "motherload" size nodes. As there is now, there are fields with no motherloads that have no guards. Just bigger gains with bigger danger really.
Soraii
Motherlodes and rich nodes have not been automatically tied to guarded fields up to now. There are multiple examples of this: slate, granite, iron, nickle, elm, copper/tin, sandstone, obsidian (perhaps no ML but certainly riches for this one), mithril, cedar, oak, yew. And not sure I haven't missed a couple... You just need to know where to look for them: the ML's and riches tend to be in further-off quiet fields where you have to work a bit harder and travel further; but there are no mobs.
Then there are also guarded fields that know motherlodes and riches. Sometimes linked, as to ML's and riches, with unguarded fields of the same resource. Actualy the guarded might be less then the above unguarded examples - not more, anyhow. So changing this would be a change. And while change isn't per-se bad, or doesn't need to be: the fact of a change should always be looked at extra carefully as to it's possible gains and costs, imo at least.
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