But if can just farm a specific count of ore every day, it looks like workingpoint in archeage unchaibed and this would suck because you cant farm 5 hours or longer if you want.
A system with some randoms spawnpoint would be better but as a player you must have a reward against others if you farm 5 hours or more
I am aware, and some people have a hard time understanding this, but I really have a sense of enjoyment out of mining that I dont get from cutting down trees.
It probably boils down to how many trees you have to cut down… I get 4-9 from a Young Tree, or 10-14 from a Small Tree. So lets say I average like 10 Green Wood/Tree
From a Medium Ori Ore Node, I get 22-31. So lets say I get like 26 on average here…
So at even 15:1
I need 390 Green Wood, to just match what I get from 1 Ori Ore node.
Which isnt hard to get, but its kinda like saying you can do 100x 1 minute tasks versus doing 1x 100 minute task.
For whatever reason, how we are wired, the 100x 1 minute things feels much less fun, and more tiresome.
I feel GOOD about mining 300 or 500 Ori Ore.
If I were to Mine 4,500 - 7,500 Green Wood. I think I would kill myself. LOL!
Id rather focus on 99% of the player base, and giving everyone a way to farm resources, rather than cater to the <1% of players who farm for 5+ hours…
The reality is, if you are on a medium or high population server, you are not farming 5+ hours a day…
The proposed change will allow you to farm all 200+ Orichalcum nodes in a day. It wont take 5 hours, but might take you 2 hours or 3… from there, you can go farm OTHER resources. So you would need to change your thinking from farming 5 hrs of ONE resource, to farming 2 hours of 1 resource, another 2 hours of another, and 1hr of another.
I could afk Myrk all damn day. Maybe YOU cant in a light armor build, but I farm there almost every day. Thats the only place I have found I can actually get some damn ore.
How would it ruin the economy? Again, IF they put a 24 hour cool down on these nodes and made them instanced you would have more active players able to farm resources which would increase the amount of resources on the TP, BUT it would also stop auto clicking bots from sitting at a couple of nodes all day long and putting everything on the market, which is probably close to 50% of the current market. I think you would see the economy stay about the same as it currently is and maybe drop a tad, which is a good thing as prices are soaring due to high demand of ori right now (mainly due to lack of people being able to farm it).
Again, with the instanced nodes, its not like you could just farm one spot. You would have to travel all over the map if you wanted a ton of ori. So players like Panzerbrot could spend his 5 hours traveling all over and hit all 200+ ori nodes every day. Most players would rather just hit a few spots as they are doing their normal daily routines. That would give them enough for there asmodeum and maybe a little more for other crafting like ammor or whatnot.
So you woudl prefer the current system in which many of the players on the game have to spend hours going from spot to spot only to see every spot is camped and now they can’t craft? Sounds like you might be against this because you are one of the many bot’s and you don’t want to have to actively gather. My only other solution at this point is to pay $35, buy a new copy, and bot like others do. Sounds like a great system! /facepalm
This is mainly a bump but I’d like to point out a couple things as well. First of all orichalcum is not the only resource with way too few nodes. Starmetal Ironwood Wyrdwood red hemp are also stupidly under represented. Than there’s this. If you increase the amount of those nodes to a sane amount the problem will than be apparent with the low level resources since the amount you need of those is exponentially more than the higher stuff. So you’ll also have to increase the low level nodes else the same shit will exist where there’s not enough stuff to support a populated server.
Yeah, I agree. Ive often wondered this as well and frankly… The entire system would ideally be reworked.
Rather than having an area like the Mines, where you have ~30 Ori Nodes in 1 area (Ambusti Superior) they should have made tons of various mining spots that would have something LIKE this:
8 Orichalcum Ore nodes
10 Starmetal Ore nodes
16 Iron Ore nodes
And have way more TYPES of these locations all over the map. So a player who is a miner, can go to these locations and farm all 3 types/tiers of Ore, and get all the ore needed to make all the bars needed.
But you need to have like ~20 of these types of “Mines” spread all over the map. So players can spread out, pick some of these spots, and go mine.
The SIMPLE solution to this, is personal/instanced resource nodes.
I love your idea of having mining hot spots with all the ores AND having numerous all over the map. I fear with the instanced thing they will end up implementing that while taking the advise of some on here and making them have extremely long cooldowns thus not doing anything in reality about the problem. All they will be doing is shifting the problem from not physically having enough nodes to support over 300 active players to the gatherers physically not being able to gather enough to make a usable quantity of items due to not having enough active nodes within a reasonable time.
Well, there is over 200+ orichalcum nodes in the game. If a person was just a hardcore crafter they could easily earn over 4,000 orichalcum ore by hitting them all up in a day. Most people would just farm a 1,000 or so a day to cover the cost of asmodeum and maybe a lil extra for some other stuff. The times for resetting them could always be debated. I think they certainly need to be over 1 hour to have the anti-bot effect, but beyond that I could see some debate about the time to reset.
How? If open world PvP is only happening due to resource nodes then open world PvP is failing. Do I see people that are flagged that are gathering? Yes, but I normally only see a very small portion and NO bots are flagged.
There is a whole other thread going on about how they need to make flagging for open world PvP be more rewarding with actual PvP centric rewards. Most people flagging in open world (gathering/chests/mobs) are only doing so for the bonus to luck and almost never actually fight each other. I would rather upset the 1-2% of people that flag to actually fight in open world PvP and please the 75% of players that can’t gather enough resources to craft their own daily asmodeum or other resources.
What you fail to state is the majority of those 200 nodes are locked behind elite zones and within dungeons! This argument is moot. The cat’s already out of the bag though so it’s positive if they instance nodes they will be on extremely long cooldowns thus not fixing the problem at all. They always error on the side that disadvantages the players the most.
As for the other dudes quote about ending open world pvp. No life chest thumpers killing gatherers is not open world pvp.
I didn’t think about the ones in dungeons. I did think of the ones in elite zones, but many of the ones in elite zones CAN be accessed by solo players. Sure not all, but you do bring up a good point.
So what you want to do is encourge multi accounts more then it already is. imagine if you have five account and harvested one right after the other. By the time your down the first has already respawned LOL.
Instead added random encounters that can give resources or field bosses that randomly spawn that every one can harvest.
They’ve made many changes that more and more keep elite zones out of reach of solo players. You can only imagine with time those roadblocks will only get more solid. The days of being able to go in a cheese an elite zone for the orichalcum are limited now but soon to be gone.
It just pisses me off when a small handful of do-gooders comes along with a compromise to a great idea that in reality makes it where they don’t really have to fix the issue at all.
Before I get started, if they had a long timer you wouldn’t just load one toon after another, but I could see where a major crafter may have 2-3 accounts so he could run a certain route 2-3 times instead of just once a day. Wouldn’t that be a good thing for AGS? More accounts = more money. Also, how would that hurt you gathering your own resources if they were instanced?
Nobody has said that the solution I suggested was perfect. I’ve heard other suggestions and I think some of them have merit as well. All I want to be able to do is log in and when I decide to go gather materials I don’t want to have to spend hours traveling from spot to spot to only end up empty handed. The current system sucks. Period. If you have a better idea then by all means go for it. Just remember that just like you did to my idea, others will find every lil tiny reason to point out flaws in any other idea you may have. I personally think mine has the least amount of issues, solves the major problem itself, and helps to combat auto-clicking farming bots.
Also, if a person wants to pay for 5 accounts so they run through the easier spots to get 5 x the materials, why should that matter to anyone? It certainly isn’t any worse than the people that have afk autoclicking bots that camp on nodes for 24 hours straight.
As my original post on this stated: I spent 15 hours of gaming time between Saturday, Sunday, and Monday at all different times and ended up with under 1k orichalcum ore. That is a problem. If you have another idea that fixes that issue then go for it. I shouldn’t have to quit my job and play full time just so I can make 10 asmodeum a day.