Developers often like to take the time to enlighten players on how they make things in the video game process. Or, inform them on what’s coming next. The team behind Crowfall made a blog post to do just this, as the went into great detail about one of their biggest gameplay features, Resource Harvesting.
The dev who wrote the post wanted to be absolutely clear that the most important aspect of resources in Crowfall is that every resource type is important in the crafting system. Every, single, one. They wanted to ensure that everything, every material, would be important. I.E. not made irrelevant by “leveling up the materials” and thus having no need to get that base material. Now, he’s clear in saying that some materials will be hard to harvest, which is fair, but it’s never going to be made useless after you harvest it by something else taking its place.
He went on to note that the Crafting system had to be tweaked a bit because of their take on resources. They decided to make it that the materials will be harder to harvest based on the quality of resource they can produce, instead of just the type of material it is. This is a big difference when you think about it.
What also got a change was the tools you use for harvesting. They too used to have tiers, but now, thanks to the change in the crafting and harvesting systems, they’re now just given stats on what they can do, and how long it’ll take to get what you need via that tool. In this way, you don’t have to try and “upgrade” from a Cooper Pickax to a Gold Pickax.
Insight is very important when it comes to changes like this, and it helps not only explain what has happened, but why it happened, and what caused the change to be made in the eyes of the developers. The team clearly wants Crowfall to be as streamlined and non-fussed as possible, and this seems like a step in the right direction to do just that.