Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Mining Nodes System
Crotchless
Member, Alpha Two
Is there a system in place, that checks how many of each type of mining resource is in the world, and caps higher tier ones when they hit their max allowed? Right now it seems like once we mine the low level resources, they eventually get replaced with higher tiers, making it impossible to find lower nodes to gather/level on.
Hoping the scarcity of stuff like zinc gets addressed. we cant even get buildings in our node built due to the current mining node system
Hoping the scarcity of stuff like zinc gets addressed. we cant even get buildings in our node built due to the current mining node system
5
Comments
When we get more players capable of mining tier 2 and tier 3 nodes I am quite sure people will be complaining about how many copper and zinc nodes there are when folks are looking for tin and iron.
the issue is, the only reason we were able to get the buildings done in our nodes, was because of how often the servers went down, causing the nodes to reset. if that didnt happened, there would be no copper/zinc left. as no one was T2 mining at the time. the only option would of been to mine nothing but basalt and granite for days, to level up to T2.
Im not sure if that was the intent or not. but unless theres a set number of copper/zinc that can spawn at all times, we will see this same issue(probably worse as i dont think the servers will go offline as often due to crashes) on Dec 20th when they wipe the servers again
Having more nodes wouldn't help as they would be scooped up just as fast. Increasing respawn timers might be a factor, but the devs have to be careful not to flood the economy. (I have a feeling the respawn rate is right about where they want it considering how long these take to process)
I would like to see the surveying system unlock more hidden nodes that takes time and slows gatherers down. Quick miners will scoop up all the easily visible nodes, but the hidden nodes that are not visible without surveying require a bit of extra thought and surveying to locate will reward those that are a little more patient and diligent.
Phase 2 roadmap includes 'party gathering' - so we'll see what that looks like. It may have an impact on this as well.
I think this by design, it does currently sucks that we only have one completed biome however atm phase 2 will probaly fix ore issue since you gonna get 2 more biome in a more completed state so just gonna rough it out till dec 20th wipe and we shouldnt have an issue with ores anymore it would seem
i dont think youre understanding the point of the post, or how the respawn system works. because your feedback is off-target. its not an issue of getting to them first. its an issue of them not respawning.
Basalts/granite share the same node spawns by the look of it and respawn as one of the 2 options.
But copper(T1) shares a respawn with say iron(T2). so after you mine the copper there's a chance it comes back as iron (T2) and then no one can mine it in the early stages of the game. meaning eventually all the respawn locations are taken up by T2 resources. (until players hit T2 and start refreshing this nodes)
im well aware that server restart will resets the resources. plus right now everyone is T2 so its not an issue(Feels perfectly fine the way it is, after a few weekends into the game) but as a said, Come Dec 20th when they wipe servers, there will be less crashes/patches/resets to help this as well as more players trying to find them and we will see the same issue.
If you weren't on the server playing on day 1, you wouldn't know how this plays out
The point of this post was to draw attention to the fact that IF they dont have a minimal amount of copper that can always be on the map (not pushed out by T2 respawns) they may want to consider doing that. i believe they should be rare, but i shouldn't have to go mining for 5 hours to only find 3-4 copper nodes on day 1
this could be a very real possibility that im all for. if thats the case then its fine, itll just make fresh starts a bit brutal until more land opens up in the game.
The point is mine everything, and return at respawn. And you'll find quite a bit, I know I have.
One of the main issues will actually be fixed in theory after the wipe. Since as a node levels up its supposed to increase the tier of resource spawns.. which during the current phase with its increased node leveling speed seems to have led to issues.. but after the wipe nodes will level significantly slower which should decrease the higher tier resource spawn rates giving gatherers more time to level before its bumped up.
Also. Cut the crap. "If you weren't on the server playing on day 1, you wouldn't know how this plays out"
Don't assume he doesn't have something to add just because he wasn't there day one. I know you seem to disagree... But playing the in game version of "I'm older so I know better" is pretty low tier passive aggressive behavior.
My understanding is that granite and basalt have their own table, so mining them wont bring in anything other than more granite or basalt. i could be wrong on this but it seems to be whats happening?
If this is true that's awesome, it'll definitely help given the decrease in node exp.
Wasn't being aggressive here, just stating facts. Facts are what matters, not personal opinions. sorry if facts hurt your feelings (That was a little bit passive aggressive so you can see the difference)
Fair enough.. seemed that way to me. But I may have read it wrong, so I'll take your word for it.
I started playing at server start, so I've been there since the beginning. And I've never had much of an issue personally. But I've also very rarely run into other gatherers who really focus in on it like I do... But pretty universally it seems like the ones I've talked to have agreed with me. That consistently clearing a location ends up with more total ore spawning.
That might just be because we're more likely to see the ore spawn before someone else swoops in. But it feels like stone might have a shared resource spawning table.
Either way, randomly wandering the map and hoping for the best seems like the worst possible mining method.
I'm personally of the opinion that fairly low rates of metal spawning is actually a good thing though. Since it makes the gathering profession necessary. Crafters should work together with gatherers, rather than trying to BE gatherers themselves. Unless they're okay with reduced efficiency. Hire someone like me to comb through the trash piles for you, we both get to progress our favorite gameplay styles, and it feeds into the intended social/economic focus of the game.
I can't wait to see how the wipe and slower node leveling effects things though. It should be interesting.
i feel they would want to promote trade between nodes so you get people bringing wood to dessert and ore back form it with the caravan and crates so it makes sense there atleast 1 rare resource type not to mention ice biomes or dessert biomes gonna be missing plants or tree so it also makes sense that every other biome missing atleast one resource to balance between biomes resourc wise.
Again it only realy an issue right now in phase 1 and they also acknowledge that crafting/artisans will be scuffed a little in phase 1 which is why the gear drops have been ramped up atm
Same here im hoping they also substantially reduce gear drops too so people will have a hard time just ignoring the node progression and grinding mobs while relying on gear drops over crafted gear to keep progressing.
we know gear been inflated drop rates atm so im hoping with phase 2 they remove that inflated drops now that artisan system coming online properly