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Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
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Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Best Of
Re: πΌπ Dev Discussion: Gatherable Spawning System
"Gatherable Spawn Clustering (by rarity) introduces variability in spawn times, amounts, and locations"
Based on the article just posted, it reads that rarity is still going to be hard coded into the material spawn and have nothing to do with the rarity stats on gear - so you're just invalidating that entire system. (Ironic given Steven's stance on making a game and invalidating the entire crafting section like other games do).
The rest of the article doesn't address the issue at all and just states that you're going to be giving tools to bot farms to allow them to zero in on the rare node spawns. (The idea is to make it harder for those guys, not easier).
Lastly, the joke about creating conflict is that conflict is now artificial, not organic. This directly contradicts the dev statement of letting the players make their own stories and not have to sit around specific locations making the gameplay loop boring.
Based on the article just posted, it reads that rarity is still going to be hard coded into the material spawn and have nothing to do with the rarity stats on gear - so you're just invalidating that entire system. (Ironic given Steven's stance on making a game and invalidating the entire crafting section like other games do).
The rest of the article doesn't address the issue at all and just states that you're going to be giving tools to bot farms to allow them to zero in on the rare node spawns. (The idea is to make it harder for those guys, not easier).
Lastly, the joke about creating conflict is that conflict is now artificial, not organic. This directly contradicts the dev statement of letting the players make their own stories and not have to sit around specific locations making the gameplay loop boring.
Re: πΌπ Dev Discussion: Gatherable Spawning System
To quote Steven/webpage " Testers will also be able to gain information about gatherables that are waiting to respawn"
What a HORRIBLE idea.
Also, stop this insane idea of trying make conflict around gatherables. There is enough PvP content already planned.
What a HORRIBLE idea.
Also, stop this insane idea of trying make conflict around gatherables. There is enough PvP content already planned.
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Re: πΌπ Dev Discussion: Gatherable Spawning System
For static rarity (a system that was a bizarre idea in the first place), the proposed solution in the article isn't much better. I would encourage Intrepid to reverse direction on this entirely. Unilaterally camping epic and legendary resources is not going to stop because you make the spawn timer a window instead of an exact respawn time and it will not stop if you make the same node reappear in an area instead of an exact location. Players are very resourceful, and they will reverse engineer this system just like they did before.
Most of the community is asking for a very simple and fair system. Each resource node should default to common and then the player rolls (based on their rarity stat and other bonuses) for a higher quality proc. Legendary spawns should be ultra rare if you have no bonuses. Once you have that foundational system in place, then add other systems with bonuses to rarity, for example: resources inside a lawless zone or pvp event area.
Most of the community is asking for a very simple and fair system. Each resource node should default to common and then the player rolls (based on their rarity stat and other bonuses) for a higher quality proc. Legendary spawns should be ultra rare if you have no bonuses. Once you have that foundational system in place, then add other systems with bonuses to rarity, for example: resources inside a lawless zone or pvp event area.

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Guild Commissions
Are there plans to implement a guild commission system wherein a GM can create missions for their guildmembers and designate rewards for completion from guild resources? I think this tool would VASTLY improve inter-guild structures.
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Re: πΌπ Dev Discussion: Gatherable Spawning System
I found a legendary braidwood tree, timed it and was able to make 100+ gold in 1 day. Insane and there was nothing anyone else can do about it.
This paragraph alone shows just how skewed the current Static Nodes system is.
The Great Hunt (named mobs drops)
All the best items in the game getting camped non stop.
Players logging in exactly every 35 minutes just to get a shot and logging off immediately after.
Sometimes up to 10 people sitting in place swinging their swords in the air trying to get the first hit in.
The best lvl 20 mount in the game for some reason drops from a lvl 13 mob, getting camped by lvl 25 players.
The best lvl 10 caster ring location getting exploited by people that sit all day on a rooftop, and teleport the mob on the roof where it stops attacking and other people can't even try to contest.
The only way to deal with it is to do the same, and be luckier, or bring more people to increase your chances to get the tag.
This is a miserable experience and I hope something better is going to implemented soon. More RNG on spawn timers, different spawn locations for the same mob, tie them to quests, or something else, idk.







Players logging in exactly every 35 minutes just to get a shot and logging off immediately after.
Sometimes up to 10 people sitting in place swinging their swords in the air trying to get the first hit in.
The best lvl 20 mount in the game for some reason drops from a lvl 13 mob, getting camped by lvl 25 players.
The best lvl 10 caster ring location getting exploited by people that sit all day on a rooftop, and teleport the mob on the roof where it stops attacking and other people can't even try to contest.
The only way to deal with it is to do the same, and be luckier, or bring more people to increase your chances to get the tag.
This is a miserable experience and I hope something better is going to implemented soon. More RNG on spawn timers, different spawn locations for the same mob, tie them to quests, or something else, idk.








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Re: πΌπ Dev Discussion: Gatherable Spawning System
New changes look promising but for the love of god allow us to wear ALL gathering equipment. Switching between them while gathering is very very tedious.
At this point I only wear hunting clothes no matter what i gather
At this point I only wear hunting clothes no matter what i gather
Re: πΌπ Dev Discussion: Gatherable Spawning System
I gotta say... I really hope this "new" Gatherable system doesn't go through and sees some major tweaks. Static spawning is just plain bad, no matter how it's implemented. Please get away from this angle, it makes gathering just so incredibly unrewarding and boring if you know for sure where a specific high rarity gatherable is going to spawn. It also fully encourages no-lifers and botting efforts to automate and hoard the rare resources when they statically spawn. PLEASE do not go through with static spawning gatherables.
IMO the ideal gathering system is you gather something, roll RNG on table to determine rarity, roll again on rarity table based on your rarity+ stat to determine a rarity upgrade. I get that the pre-set rarity spawning is supposed to be driving pvp into gathering, but I don't see this as being an objectively good idea, or good for the game. PvE people need a space to thrive in an MMO, and this is just going to cause them to be camped by PvPers who don't gather but can easily find and camp their gathering spots. This is not a balanced system.
Also... using surveying to find the exact location of a legendary spawn and then waiting 30 minutes or whatever for it to spawn while a zerg guild starts stacking max lvl pvpers next to you sounds like a Great idea...
Instead, how about making surveying point you to a high density area of gatherables that you are looking for, and then when you arrive it makes an area of a rarity+ stat to anyone in the area. This makes it more event based and randomized, and prevents the ability for PvE'ers to be camped at pre-determined spots.
IMO the ideal gathering system is you gather something, roll RNG on table to determine rarity, roll again on rarity table based on your rarity+ stat to determine a rarity upgrade. I get that the pre-set rarity spawning is supposed to be driving pvp into gathering, but I don't see this as being an objectively good idea, or good for the game. PvE people need a space to thrive in an MMO, and this is just going to cause them to be camped by PvPers who don't gather but can easily find and camp their gathering spots. This is not a balanced system.
Also... using surveying to find the exact location of a legendary spawn and then waiting 30 minutes or whatever for it to spawn while a zerg guild starts stacking max lvl pvpers next to you sounds like a Great idea...

Instead, how about making surveying point you to a high density area of gatherables that you are looking for, and then when you arrive it makes an area of a rarity+ stat to anyone in the area. This makes it more event based and randomized, and prevents the ability for PvE'ers to be camped at pre-determined spots.

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Re: πΌπ Dev Discussion: Gatherable Spawning System
I think the set rarity undermines the gathering system. For one, what is the purpose of investing lots of effort to up my rarity stat to try and get 1 in thousands, when it pales in comparison to people using the βotherβ gathering system of static rarities and farming high rarity areas on repeat. There is no comparison in resources gathered.
The other gripe I have against this style system is that it really just pushes the divide between the haves and the have nots further apart. The high end guilds already have the gold to buy everything. Letting them constantly lock down all of the high rarity areas so that they always have the good rarities and everyone else can only really hope for the small chance of a mid/high tier roll only grows the wealth gap between the sections of players. It ends up being a 2-tiered system.
The other gripe I have against this style system is that it really just pushes the divide between the haves and the have nots further apart. The high end guilds already have the gold to buy everything. Letting them constantly lock down all of the high rarity areas so that they always have the good rarities and everyone else can only really hope for the small chance of a mid/high tier roll only grows the wealth gap between the sections of players. It ends up being a 2-tiered system.
Re: πΌπ Dev Discussion: Gatherable Spawning System
Hello,
What will happen to rarity on gear and tools?
Why cant we just have a simple RNG based system with random spawn timers where you get better chance at obtaining higher rarity materials based on the amount of rarity you have + artisan skill tree + certificate Level in that gathering?
Why are you adding more and more Zerg pleaseing Meta? this will be same as raptors situation where small guilds and groups will only have a chance of getting them when zergs are done camping them for 1/2 months, now imagine thats somthing else more valuable than raptors situation which cuzed wars over 6 raptor spawns imagine thats iron or rivid or gold or etc this will be another steel bloom raptor spawn which only numbers will wins.
Please stop going around the circle to make weird systems and making things more and more unpleasent for smaller guild/groups and more zerg pleasing.
What will happen to rarity on gear and tools?
Why cant we just have a simple RNG based system with random spawn timers where you get better chance at obtaining higher rarity materials based on the amount of rarity you have + artisan skill tree + certificate Level in that gathering?
Why are you adding more and more Zerg pleaseing Meta? this will be same as raptors situation where small guilds and groups will only have a chance of getting them when zergs are done camping them for 1/2 months, now imagine thats somthing else more valuable than raptors situation which cuzed wars over 6 raptor spawns imagine thats iron or rivid or gold or etc this will be another steel bloom raptor spawn which only numbers will wins.
Please stop going around the circle to make weird systems and making things more and more unpleasent for smaller guild/groups and more zerg pleasing.

4