Glorious Alpha Two Testers!
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about 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.
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about 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.
Resource Spawns and Artisanship
cidgrad22
Member, Alpha Two
in Artisanship
The current state of resource allocation and spawning is in a rough state. Most people can not find higher tier trees and ores (unless journeyman without journeyman upgrades). While this will be seen as a flaw in resource spawning mechanisms by some (tier 3 spawning where t1 should be), it really comes down to the timing and mechanics of when the resources spawn.
Respawn timers at the current state of the game:
The implication of this is that I can find a willow tree, chop it, set a timer for four hours and come back to chop that same willow, and repeat all day until server reset.
To skew the system even more, wood, ore, and stone all spawn at a set rarity until server restart. Now, the with the previously mentioned willow, I am able to farm that resource all day and receive a guaranteed 40 legendary weeping willow without competition because only I know the timer. This also makes the gathering rarity stat useless for these profession's tools, shirts, and belts.
The system causes an uneven distribution of resources across the world and its players leading to a seemingly scarce environment and catering to those who are able to be on at server restart, identify the legendary nodes, and farm them all day non-stop. For Rock and ore, it allows players to create mining routes that last for two hours hoarding all resources along the route.
Solutions:
It would also increase the cohesion if the highest levels of resources (epic + legendary) could only be obtained through processing or very very rarely during excavation. IMO (take it for what its worth) there are too many epic and legendary materials in the game making crafting feel like a status item rather than true upgrades. Allow the processing rarity bonuses to play into the acquisition of extremely rare resources.
(P.S. Please give us custom processing amounts and mixed-rarity processing)
Respawn timers at the current state of the game:
- Willow - 4 hours
- Ore - 2 hours
- Stone - 1 hour
The implication of this is that I can find a willow tree, chop it, set a timer for four hours and come back to chop that same willow, and repeat all day until server reset.
To skew the system even more, wood, ore, and stone all spawn at a set rarity until server restart. Now, the with the previously mentioned willow, I am able to farm that resource all day and receive a guaranteed 40 legendary weeping willow without competition because only I know the timer. This also makes the gathering rarity stat useless for these profession's tools, shirts, and belts.
The system causes an uneven distribution of resources across the world and its players leading to a seemingly scarce environment and catering to those who are able to be on at server restart, identify the legendary nodes, and farm them all day non-stop. For Rock and ore, it allows players to create mining routes that last for two hours hoarding all resources along the route.
Solutions:
- Implement random respawn timers on all nodes from 1-4 hours (could also be tier dependent aka tier 1 is 1-2, tier 2 1-4, etc) allowing for a wider distribution of resources across players.
- Modify rarity equations so that one node doesn't spawn at the same rarity all day and allow for artisans to utilize gathering rarity bonuses for higher level materials.
It would also increase the cohesion if the highest levels of resources (epic + legendary) could only be obtained through processing or very very rarely during excavation. IMO (take it for what its worth) there are too many epic and legendary materials in the game making crafting feel like a status item rather than true upgrades. Allow the processing rarity bonuses to play into the acquisition of extremely rare resources.
(P.S. Please give us custom processing amounts and mixed-rarity processing)
2
Comments
If I am at level 27 hunting I should have a better chance of getting a higher quality wolf when I pet it, if I am at level 27 lumberjacking I should have a better chance of getting higher quality oak when I chop those down.