Which just funds the bots even more cause you are probably buying their mats ![]()
I have no problem gathering mate, I’m on Barri. Love it super chill
I know you’re all about that forced PvP, but I believe the best solution is just adding more territories. It makes Territory Control more accessible to more people and diversifies the game outside of swamp, farmland, or spooky forest.
I know Territory creation takes effort but once its done they never have to revisit it. I’d like to see a new territory every 3-6 months for at least a year or two.
I think the solution is to ‘Instance the Nodes’ like Elite Chests that have a CD.
Make it so everyone can mine the same Node, then it goes on CD.
This would make farming mats FUN! It would solve the BOT problem. It would allow players to run the entire map if they want to get a bunch of mats in a short time.
No
Yea don’t flag PVP for general farming during busy times. Most decent PvPers won’t bother with you, but there always, always is someone with Behavorial issues that will absolutely slap you about because you a soft target, you most likely in harvesting gear etc.
The dark side of MMO pvp ![]()
I think you exaggerate, to be honest. It is somewhat crowded at the moment, but there is also plenty. The further you go from towns the more there is. The trick is to know where things are, but it’s not for everyone. I feel the same about questing, particularly the quests where you have to kill and skin three of X! I hate those quests with a passion.
to me its gotten to the point that i’ve just spammed m10 dungeons and sell gear and buy the things i need cause quite frankly if i ever find patches of wirefiber/silkweed, ironwood or wyrdwood its a miracle so i just go the route of making gold and using that to fuel my dailies
I mostly farm out of the way & dense npc nodes while doing my daily quests/orb collection. A little bit of this, a little bit of that = covering crafting my CD items.
But it’s absolutely getting worse. People would push their grandma in front of a bus just to get to that ironwood node first. Stand next to a node spawn for more than 60 seconds and some jackhole is dragging mobs onto you shrieking “report this bot” in global. It’s bringing out the worst in people and it isn’t necessary.
It was all tolerable until the servers maxed and then AGS increased pop cap by 25% without doing a thing to address this situation.
In the short term, it seems like faster respawns and/or increasing quantities dropped by each node could be a band-aid.
Long term, additional territory will help surely (I thought Brimstone would be a big help but after visiting about 60% of the map, I saw very little in the way of any resource besides cactus and hemp.) Maybe I missed it, or it’s all the the western part of the map I didn’t get to yet.
I’m not in favor of Forced PvP or Instanced nodes (but I am in favor of personal daily instances with nodes )
I’m fine with some competition for nodes (as many have mentioned, 1500 server peaks seemed to be a sweet spot) but we’re at the point where gathering is overcrowded 24/7 and needlessly creating toxicity between players.
My suggestion is keep your gathering area relatively small and get to know the timing of the nodes and farm multiple resources at a time… I have run long routes in the past when populations were lower but with increase in players, I’ve searched out areas that have multiple resource types to farm in the same or adjacent nearby areas. If you stick to a smaller area, you will find you will get more than if you just run a long route. I can’t tell you how many times I see a farmer regularly run his route through the area I’m farming to see the nodes pop right as they leave. If you just say I’m going out to farm X resource, you are going to have a hard time. But if you say I’m going to farm X, but also farm ,Y and Z while I’m in the area, you will likely gather much more X than if you just ran a long path of X
The worst part is definitely when the handler of a group of bots sees someone interfering with their routes, then reports the individual on every bot, leading the individual to a temp ban just for playing the game.
I’m not against static nodes. I think there should be hundreds of them, everywhere on the map, and that a percentage of them can spawn at any time, where one said spawn is randomly refreshed x amount of time after another node is mined.
Using this method would slow the bots down, dramatically. It’s hard to code a script to optimally farm a node route when it’s random which node in the route will respawn after farming another node.
It’s important to watch for edge cases here, such that someone could try to manipulate the randomness of the respawn system of the nodes, since rng isn’t truly random and based on a set of rules.
Me, in my rpg, to keep farming of materials competitive, I make it so the cooldown on respawning nodes occurs within a time-in-seconds range, where the exact value is picked randomly. Then, it spawns the nodes that players are either furthest from, the least-farmed, or a mixture of both, with player positions on the map being considered.
Because of an afk system I use in my game, I track every player by storing their position in 3d space every second, and players who utilize the same exact movement patterns on the theoretical dotted grid don’t earn materials or experience. This makes it easy to adapt the system to actively punish people who try to camp nodes.
Not that a system like that exists in nw. Maybe it does. Who knows, but perhaps it’ll give the @Developer some ideas on how to better design the current node system.
Even ancient and elite chests could be setup to respawn in random but static locations.
I don’t. I stopped gathering when servers merged. It was tolerable on my smaller server.
Every game suffers from this issue of players running around and taking nodes from eachother.
People consider it a healthy recomendation to play durring off hours as if those were not off hours for a reason. Meaning that you have to give up your family time or whatever for gathering just to do your own thing in peace.
Then pvp people would weigh in and say “Hey you know other games have pvp servers and these issues kind of work themselves out and add a bit of fun to a boring activity” and then the screechers come in and say “PVP is niche and social interaction is for multiplayer games! New world is not a multiplayer game! Its a RPG made to cater to me and me alone!”
How dare you suggest that yet another shortcoming of the game COULD possibly be remedied by a server that makes things more competitive.
People act like the suggestion of a server like that is somehow going to force them to play it. The people that want to compete with 900 people with a smile on their face can do so. Other people want to compete for resources and earn their trophies.
Oh well. Competition is dead as gen X starts taking over. This is the world we live in now.
Hahah ooof. Is that what we are seeing here? You might even be right. Since this games alpha testing I have constantly been surprised time and time again by the cries of the crowds on certain topics in this game.
I have never experienced such an anti-pvp crowd before. But it goes further. They cry about just about anything it seems. Everyone wants things to be so easy.
Yesterday I was having a discussion how I think new world lacks exclusive content which caters to the hardcore that wouldnt be accessible to people who play 1-2 hours per day. And several people disagreed with that too.
And this whole argument that pvp is so unbearably toxic and traumatizing and horrible. I dont get it. Been playing pvp and competative games why whole life and ive never seen much over the top unacceptable toxicity be flourishing anywhere. Isnt that why we have report systems, block functions etc? If someone is screaming racial slurs or hatespeech at you, report, block and ban. Someone camping you in pvp, git gud or go somwehere else or call a friend. I mean…
Ugh. You might be right dude. People too soft these days.
A more equitable solution which would both increase resources and allow farmers to farm in peace would be to make each resource node instanced, with a say 15s or 30s timer (negotiable) during which the node is still active after the first successful gather. Sure, there would be trains of bots all synchronized to benefit from this change, but it would be much easier to then ban the bots as you report them.
Honestly I’m not sure why AGS doesn’t just figure out the routes that the bots take and just ban players that repeat a route without deviation from the trajectories, since it’s almost inhumanely possible to continue the same route without mistake over long periods of time.
That would break the economy tho. Everything would sell for 0.01 on the marketplace and nobody could make any money on resources anymore.
Just curious what the prices are for Tier V leather in comparison to other Tier V resources. I mean I hear how having instanced nodes would destroy the market and all…
hm valid.
BUT one important question tho. Do bots actually kill the mobs that drop tier V leather?
My point is, if you want a generalized idea of what resource prices would look like post-instanced node implementation, one might look at the corresponding leather prices on today’s market.
That entirely depends on whether or not bots currently farm leather. I actually do not know the answer.
But if they do not currently farm leather then it is not an appropriate comparison