Let me answer this one plainly. NoÖ harvesting is not its own sphere. It is a skill set linked to adventuring as you will have to go out into the world in dangerous areas to retrieve resources of varying types. I know there has been some confusion about this so I figured I would put it to bed here since the question is being asked so bluntly.
Yes. You can craft and harvest without fighting. You can craft to max level without adventuring in any way. Crafting and harvesting are clearly defined seperate activities in Vanguard. - 16 November 2005
People often think of harvesting in the wrong light. Harvesting focuses on how well your harvesting encounter goes. The more strategic you are in securing your harvest, the better your harvest is. That is how itís different from adventuring. In adventuring if you can kill a mob, no matter in solo or group, you get the same loot. In harvesting the more aspects that you or your group members can cover, the better your harvest drop will be. This leads me to my response for this thread: all harvesting classes will cover different, equal aspects of the harvesting experience and they all have their roles to play. Soloing is possible but then you only maximize the strength of one role instead of maximizing the strength of all roles available.
To clarify just a little, anyone can take part in harvesting all types of resources, but harvesting a resource must be begun by someone who has enough skill in that resource type, and one player can't be a master of every resource type.
You won't be confined by your crafting trade for what you harvest.
Your harvesting level is equal to your adventuring level, unless your crafting level is higher in which case it is equal to your crafting level. There is no other way to affect your harvesting level.
When I say level, I mean the number which is used to determine your skill cap values, not your actual skill in harvesting. A foreman who has 10 levels in adventuring, but has never harvested will not be able to harvest anywhere near as well one that has harvested and raised his skills. Both are considered 10th level Foreman characters for various in game purposes, but the difference between these two is huge.
They will not have experience. They will have a skill potential that increases with your adventuring level OR crafting level, whichever is highest. As you unlock the potential for more skill, you will gain more skill when performing Harvesting. So that means you can be an Uber harvester if you are high level in adventuring or crafting, but you are not able to be a Uber harvester if you are a low level adventurer or crafter. - 6 September 2005
While we do have regions that are more harvesting-centric and then others more adventuring-centric, I think there is a lot more mixing up of content and the spheres than you are assuming (or perhaps we haven't been clear). - 27 November 2005
As Silius has stated, Telon isn't Earth, but there will be some similarities - You may mine tin, but may refine steel, etc. And you may run into certain minerals and herbs that don't exist in real life, as well as the basic ones that do.
You have to carry it yourself. Inventory management is a large part of balancing out adventuring and harvesting. -- As you stated inventory management is a must, but will there be items that will augment your inventory space while harvesting ?
We will have bags and mobile containers like pack mules.
Harvesting nodes and how they work I am not at liberty to detail right now, but the idea of camping a single node for an hour or 2 is something we will have to think about when we implement the system.
On a semi-related note, location is something to consider. For example, Bordinar's Cleft is in the mountains, while Leth Nurae is in a forested area.
Logically you are more likely to find a lot more ore deposits in the mountains, while trees are more scattered. And just the opposite for a forest.
The details on gathering leather we are still undecided on. Since you are actively in a contest when harvesting other materials allowing someone to just skin a dead mob makes that the resource to gather because it is so easy in comparison. Obviously this is something we want to avoid.
I actually just finished implementing the last bit of code required for the leather harvesting system today. It's a nice system which functionality that will be useful in making other types of resource harvesting more interesting as well.
Bone is interesting but it is also problematic like leather is. Because of the way our harvesting works gathering of hides and bone is something that we have to think about long and hard. Although working bone into some recipes is not a stretch.
The problem does not exist in the working of these materials it exists in the effort needed to gather them. Making you harvest a corpse in the same manner you harvest everything else makes little sense and we have to come up with a solution, it also requires that a harvester of leather kill a creature and then harvest the creature where a tree you just walk up to and harvest. It is an inconsistency that while seeming small on a high level becomes quite problematic at a lower level.
Harvesting will be item centric. You are going to be required to have different tools and clothing for different tasks. Also, there will be items that are rarer than others. The rarity of the items wonít be as straight forward as you have mentioned though.
For harvesting I can say that there will be tools and clothing. There will be upgrades of these and the items you use for harvesting will effect your harvesting outcome a great deal. It won't be the only factor, but better gear will make for better harvesting for sure.
Also, you may get harvesting clothing and tools in a variety of compelling ways. You won't start out with everything you need to harvest all resources effectively, but you will start out being able to harvest something. - 19 November 2005
Crafting does require harvested resources though, and selling real items is going to be more profitable if you are a good business person than doing work orders (as killing regular mobs is not as profitable as fighting boss mobs).
Dedicated harvesters should be able to make a good living if they haul in tons of quality resources. The dedicated harvester will have the most success as an adventurer, since harvesting is dangerous and there are lots of things out there that want to kill you. Dedicated crafters can dabble in harvesting as well (but it's not required). Getting the more valuable resources will probably require some of your friends to play bodyguard though.
If dedicated harvesters are good at business as well, they could develop a very profitable relationship with a crafter or number of crafters. Ė 3 December 2005