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Crowfall Resource Nodes/ Harvesting Possibilities

This topic was sparked in my mind from this video! Credit to the Crowfall Youtube channel:


To go along with the physics system, it would be better if they designed it so the vessel used a woodcutter's axe and actually cut down a tree, see it topple over, and then gather the resources from the felled tree-- a horizontal animation for cutting a tree down, and a vertical animation for gathering the resources from the entire fallen log... maybe if you didn't want to just harvest the tree, but to cut it down so it blocks a road, preventing a caravan from passing.


This all sounds a lot easier than it actually is in the code but it makes a ton more sense than essence gathering, and floating resources popping around the resource node. Though this is probably oriented towards the tree nodes specifically, the gathering of items shouldn't be like Minecraft where there's floating stuff everywhere and you just pick it up. I want to be able to cause an 'avalanche', maybe have ropes set up so I can cut it and let loose a bunch of big logs rolling into my enemies at the bottom of the hill. If you stack a bunch of felled logs to block a road, it should be difficult to cut through, but not impossible, as anything can be broken. And if you actually need the wood, be it from a magical tree or just for construction, then be able to cut it up to suit your needs. just two animations for the wood from the trees. Almost limitless possibilities.


And another thing that really bothers me from the latest video...


I know there needs to be a foundation for every aspect of the game before we have anything, but the idea behind 'being godly' and not using the tools that apply to certain resources, like an axe for trees, is rather silly. The 'essence gathering' animation is a cheap way out imo. If WoW has an animation for herb gathering, an an animation for Fishing, and an animation for Mining (all separate), then Crowfall should have a different animation for everything.


I don't mean to seem greedy, but to truly immerse the player, these ideas seem like they'd be applied rather easily to a game that uses voxels.

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