Advance tree logging
Identifying the optimal spot on a tree
We have discussed the angle used, but where should we start chopping? 1 meter higher than eye level? or the side facing the mountain? I proposed we introduce weakspots and dangerous spots for more exotic trees. Chopping on weakspot of a tree will greatly reduce stamina consumption / time needed. On the other hand, dangerous spots are a form of tree's self defense mechanism. E.g. Pack of spores may be hiding under the bark, and if players hack into it, it will burst into the air and poison the whole area. Another example can be tree sap running under the bark, and become sticky if come into contacted with the axe, making chopping inefficient. The point is, lumberjacks have to avoid these spots.
To find the desirable spot on a tree, players have to search the tree by touching it. Weakspots need not correspond to the tree's visual appearance. Instead, whenever a player start searching, a window will pop up showing both the 3D model of the tree and where the player's hand is. The player can move the hand (using the mouse) along the tree surface to feel different area of the tree. Smoother area are then dyed in lighter blue (in the pop up window), while rougher surface are dyed in darker blue. Player can also press on the tree (by clicking) to test stiffness for different area. Stiffer area are dyed in lighter yellow while more flaccid part are shown in dark yellow. The overlapping area (where the player has touched and pressed) will be shown in green. For each type of tree, it will have its own pattern of spores / liquid / self-defense mechanism and the only way to bypass these systems are through identifying the pattern using the above mentioned UI. Each type of tree can have their own unique pattern. As a result, Players would have to learn about these patterns by trial and error. Being more experienced will then allow players to identify patterns quicker.
Non-repetitive gameplay
Even for the exact same type of trees, patterns need not be absolutely identical. E.g. Palm trees has rings with smoother surface along the trunk, and their weak spot always lie 2 rings below the thickest ring. The ideal spot for chopping will be the stiffest point in that area. As a result, players would have to first check vertically which ring of the palm is the thickest, then check the stiffness in the area between the second and third ring below the thickest ring.
Another example : White pines in CoE have tree sap that become sticky once exposed to air, making chopping inefficient. Tree bark with tree sap running below are particularly rough. Veins of tree saps always branch out more, further down from the tip of the tree. The weak spot of white pines can always be found at left of the eighth branch of the veins.
Smart players will have to then first estimate the height of the tree and guess roughly where the eighth veins-branch is, and begin to search / press on the left side to confirm if his guess is accurate. The less experience players may have to begin the search from the very top of the tree, and count every branch until reaching the eighth, taking him much longer. For those that do not even know / understand the weak spot / pattern, they may be satisfied as long as they are not hacking at the veins. SBS can add more uncertainties by varying the length between each branch. E.g. the veins of tree sap may branch once every 1.2 meters to every 1.5 meters. These uncertainties / randomness will force the players to study every tree before chopping. Obviously, these patterns / dynamics has to be learn through trial by error.
Interaction with the environment
Patterns of trees can be dynamic instead of static. SBS can introduce patterns affected by the environment. E.g. the side facing the mountain will always have less spores hidden, or the hotter the climate, the wider the veins will be. Here are some more interesting design: e.g. spores of sunflowers will discourage veins of tree sap growing. These spores are usually carried by the wind. Lets say we got 2 white pine forests, 1 North, 1 South, and bushes of sunflowers grow between them. In Summer, when South wind blows, the Northern White pine forest will have widely scattered veins on the trunks facing South. However, in winter when North winds blow much more often, the white pines in the northern forest will turn back to normal, while the Southern white pines will have scattered veins on the trunks facing North.
Even more exotic pattern can be introduced, maybe linking certain trees' patterns with the astral plane. As the story progress, and the astral plane becomes more dangerous, or different energy flows in the astral plane, some trees will be subtlety affected, before visible changes can be observed by the common eyes in the physical world. The possibilities for trees patterns are literally only limited by our imagination. SBS can keep on adding content to enrich the tree logging profession after CoE is officially released.
Enhance story-telling
The biggest advantage of such design is that it introduced another channel for future story telling. The searching window can serve multiple purposes on top of a simple tree logging skill challenge. Players may discover strange marking on tree trunks representing ancient language or spells (Unreadable light blue characters on the rough dark blue tree 3D model). Figures representing ancient maps can be hidden from plain sight and only be unveiled by experienced lumberjack. It is not even far fetched to imagine using such window to somehow represent wood fairies.