Instanced Resource Dailies - An idea that adds new content and eases materials availability

Ideas to ease the frustrations with resource gathering range from instanced nodes to randomly placed nodes, to materials-rich areas with forced PvP flagging.

Each of those suggestions comes with strong feelings for and against.

Here’s another suggestion…

Repeatable (daily) materials quests that take place in solo instances.

For instance:

  • A daily Tanning & Weaving quest where you enter an instance that contains Cloth nodes & Animals that drop leather. And Herbs nodes with TARRAGON lol

  • A daily Logging quest with Trees along with mobs that can be harvested for Wood

  • A Stone & Lodestone instance with NPC’s that can be harvested for Lodestone.

…and so on.

It would be cool to have custom designed instances but existing areas of the map could be repurposed (i.e. a mining cave for Ore quest, a Ghost/Cemetary area for motes, etc) could also be repurposed.

There should be enough mobs present to make it difficult for bots.

Upon completing each quest, let the player choose their reward (i.e. a crate with more mats, a crate with solvents, perhaps a Gypsum Orb or shards to eventually craft one, etc)

As with overland, you can’t farm nodes that your crafting level isn’t high enough for (or better yet, those nodes don’t appear in the instance and are replaced with lower tier that can be farmed).

The amount of materials that could be attained from these quests needs to be enough to make it worthwhile, but not overtuned.

I think, if done well, this could be a fun gameplay loop that would lower frustration with mat collecting a little bit and it could also alleviate some stress on the server with these instances.

Thoughts?

@Luxendra

1 Like

No.

The game is driven by player crafting and resource gathering.

The game was designed to be non instance as well and they are slowly instancing eveyrhing.

3 Likes

Overland non-instanced nodes just make harvesting a pseudo-pvp meta game, which is NOT fun to people who just want to level crafting without going broke or funding the people who do enjoy that kind of psuedo-pvp metagaming.

I love the idea of an instanced quarry or game reserve with aggressive mobs that can be soloed with effort that would give a daily amount of resources in what would be TRUE pve because it’s not affected by what other players or bots are doing.

I am hoping that since they introduced the music minigame (which is an awesome thing), that at some point minigames for gardening or animal husbandry (to grow vegetables/grain or raise animals for skin/meat/eggs) will become part of housing.

One of my favorite RPG things ever was in Breath of Fire 2 on the SNES - a randomized instanced dungeon that resets once you leave or die, but the further down you go, the better the rewards you can find. Having something that is randomized like that, even if it is only nodes or spawns on a fixed map, would be awesome.

1 Like

Thanks for reply - totally agree on farming being a thing as well, but I don’t know nuthin about marrying no animals…

don’t you think for a game “driven by player crafting and resource gathering” there should be a less toxic/frustrating way to gather and craft?

1 Like

Yeah randomise spawns. Not instance them.

Thanks for the response but this post is about the idea of new solo instances for daily mat quests, not about instancing or randomizing the overland nodes.

It’s also not about forced-flagging, pvp bonus yields or node lockout timers - plenty of other posts for all of those ideas. :slight_smile:

Yeah not sure how I feel about this.

Resource Availability is a huge issue in the game, no doubt, but I’d rather have them add a lot more resources to the map than instancing them. Maybe there are other effective solutions, but this seems like it would take away from the open world experience.

Did you really just type that as though it’s realistic? Man… you’re funny.

And mulitple players able to gather on a node

I would not like to see solo instances, the way you describe them, in the game.
Instead, i’d rather have rare treasure maps (or equivalent items for each profession) drop from doing equivalent activities in the world, which lead the player to a secret spot with personal loot options.

These should be rare, not regular events. Just another layer of random luck.

Generally, i like to see more player feedback about the issue and hope that we can stimulate a solution. Something that does not circumvent the root issue - which i believe instances would do -, but tackle it head on.

To elaborate on the root issue:

Same spot spawns are a part of it. There is little fun in running the same ways over and over to get to resource nodes (which will likely then be flat and empty).

That is why i believe (and saw mentioned often on the forums) truly random spawn locations have to happen rather sooner than later. The fun in exploring the world, following leads that might indicate certain resource types etc. are a huge part of what makes gathering interesting (to me at least).

What can you find along the way?
Rare loot rolls?
Is my route optimal, can i reach the nodes faster than others?
And so on…

That is why another level of instanced loot is generally a nice additon, IF those are imo coupled with work put in and certain elements of luck. With those conditions, AGS could easily add more perks for play styles that would encourage i.e. the hunt for those treasure maps leading to instanced loot spots.

No. In fact i think game should encourage players to fight over resources. So resources that are rare will create situation where players fight to farm them. Some pvp flag bonus for amount farmed for T4-5 resources would be nice.

PvP for resources is exactly what i - as a gatherer - do NOT want to see in the game, at all. Albion Online did this to the extreme with rare spots being put in open areas to feed PVP players.

As toxic as it can get and maybe well suited for PvP only servers. However not at all for PvE. Hence my idea to allow multiple people to gather the same node (with reasonable loot reduction but increased luck, to stimulate COOPERATION rather than hatred/frustration/envy).

Its not toxic since it does not force player to pvp. Sry but i dont have 8h per day to pve farm resources like other players with much time. With time i have im annoying that all farming spots are taken by pve players and i cant farm much. So at least game should promote pvp players that are ready to fight for resouces and in same time wont force pve players. Some small bonus like 10-20% would be fine.

And game is more interesting when you farm pvp on. Try it.

1 Like

How about you read the concept of multiple players gathering on one node? When you do, you might realize that cooperation yields great ways to not only remove resource starvation, but also adding horizontal progression via new perks and even group gathering runs.

PvP is the ancient answer to “i want, give or i kill you” which works in games that are missing solutions to the root issue. I do understand your frustration. But PvP in life skills just isn’t it.

You cant. If game was designed around idea that nodes are same for all players, you cant change that. It would require to recheck, rething and redesign many elements of game.

I agree with the incentive of adding a bonus on yield while gathering. It will encourage people to flag and actually fight for ressource.

This topic was automatically closed 21 days after the last reply. New replies are no longer allowed.