Orichalcum Node Sparsity

After being level 60 for over a week now and primarily focusing mining, I’ve mined a shit ton of Orichalcum. You need to, to make end game gear(void ore) and it’s insanely rare but manageable.

Now that a big chunk of the server is 60(NA/E Valgrind), pretty much every node is on cooldown with someone camping it 24/7.

There’s absolutely no reason nodes should be so minimal that players that want to mine can’t ever get to any nodes.

I suggest at least doubling the amount of nodes in the world, and spreading them all throughout the different territories.

The current nodes in elite areas have around a 10m respawn time so those should be fine.

Perhaps there should also be a skill tree for different tools like the pickaxe, allowing different perks as well.
(ex: 10% instant node respawn, more yield/luck, faster mining)

Let me know what yall think, I also assume this is a problem across all servers, not just Valgrind.

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Anything to increase the density of the nodes. In the current state, you have to get on at 2 am to even get them.

I agree. The setup for skinning, harvesting and logging is decent. There are a good amount of nodes and animal sources spread around the world. But orichalcum nodes are just annoyingly rare. All the nodes are camped 24/7 and you constanbtly have to compete with unflagged players trying to grief you by abusing the broken aggro system dragging mobs to you.

Last night I was up at 4:30 am because I couldn’t sleep and LITERALLY EVERY SINGLE NODE WAS STILL CONTESTED. I just hate the whole gameplay of sitting in front of a node for the small chance that you click E faster than the people next to you for the 0,1% of getting some legendary materials. It simply isn’t fun and the whole design is just terrible.

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On the one hand people complain to be needing to much iron ore against orichalcum, on the other hand people complain there not being orichalcum at all.

This is actually pretty balanced.

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This, unfortunately, must just be an issue for playing on a max pop server. I have never had an issue gathering any resource that I wanted to go gather on the server that I was recommended to play on when I created my character.

I dunno what the fix for this is, but I’m sorry you’re experiencing it. At least in runescape you could world hop and try to find an empty node :stuck_out_tongue:

Whoever complains about irons dumb, I think iron is perfect. Iron being required for late game recipes keeps it relevant and worth. You can go to many different places and find rotations for it even with how much is required late game.

Orichalcum nodes on the other hand are required to be mined for late game gear to even stand a chance in wars and they are literally being called 24/7 by unflagged players and there’s nothing you can do about it. Even with camping an singular node your chance of getting a void ore is little onto nothing.

You should be able to go around and mine nodes just like iron, they are both as important.

Literally every other item in the game is acquirable but at this state in the game Orichalcum nodes are not.

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I have a feeling across any server that has 1000+ players on it this would be a present issue. This makes more late game content just impossible to acquire.

The game forcing high levels into mining the same routes as brand new players and a 60 competing with a 16 for ore is a problem. Ori can stay rare, maybe be a little buffed, but making it take less iron wouldn’t make less bars exist because it’s still harder to get, it would just make the other half of the chore not so negatively impactful.
As a 60, I shouldn’t need to spend more time in 1-25 zones than 40=60 zones and as a whole the imbalance has caused a lack of economy in most non-starter areas.

Nodes simply shouldn’t be shared in this day and age. It’s ridiculous that people camp nodes. Instead, they should be instanced to the individual with a much longer cooldown.

There’s no reason harvesting should be a frustrating experience, and nodes instanced to individuals would also allow corps to hold harvesting events where they go out on a harvest run together.

The thing is that there is an overabundance of Orichalcum Ore that people are throwing it away. It’s the rare materials that they need.

I actually think this is a good idea, because when I had a rotation to myself in illurmin, I still only got 2 void ore out of maybe 10k ore mined.

This wouldnt affect the problem of orichalcum ore having no use, they should just in total decrease the amount of ore you get from each node by at least 75%.

I play on Riallaro West. It is a low pop during the day and med during peak. Not a high pop server at all.

Well it’s not that orichalcum ore doesn’t have a use, it is that:

  • You need a lot of iron to refine it (48 iron and 12 starmetal per 8 orichalcum, granted this is reduced by flux)
  • The drop rates of rares are probably too low at the moment, which requires you to mine a lot of nodes. There are reports of mining luck not working properly at the moment, so this could be at the root of the issue.

So in the end, you have way more ore than you can refine.

Yeah I understand that, but in my opinion it should be the other way around. You should have an abundant of the other materials and need orichalcum ore to craft those ingots.

Right now that sort of is the issue with there being no nodes available to mine, but that’s a whole other issue in hand and it shouldn’t be that way.

Problem is: to make crafting even somewhat worthwhile you absolutely need tolvium and cinnabar.

They are super rare (even with full luck gear and all buffs active)

On our server, every oricalchum spot is farmed, even in the middle of the night.

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On the one hand, there’s something to be said for having to compete for resources. There’s nothing wrong with that.

On the other hand, the problem is New World’s systems aren’t implemented in a way that makes it fun and interesting. Every rare spawn pops in a fixed location. Camp the locations and wait, and then be faster to click. There’s about as much engagement and interactiveness and skill involved in that, as there is with shopping for deals on Black Friday at Walmart.

Add more randomness to the spawn locations. Make people move around.

For example, give an area four or five nodes that are spawned at any given time. Once each node is harvested it instantly respawns somewhere else in the zone, but there are any of a thousand different places in the zone where it can spawn, so there’s no way to farm it by standing in one place and waiting for it to come to you.

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well its even worse.

you cannot get a single node in most “good” locations on our server as marauder.

there are always 3-4 covenant players.

for most of them you need to clear mobs.

you start fighting them → one of them will take the node.
you dont start → one of them will aggro the mobs, you and the other covs will “compete” for the node.

you are slower → no node
you are faster → they pull the mobs into you → no node :smiley:

Right. It’s like the Black Friday analogy, where the option is there to punch your way to the cheap TV.

Games are only fun if they are empowering to the player. The spawns as they are don’t really even encourage good faith competition. There’s no agency, other than that which is afforded by the use of dirty tricks like what you describe.

Give the zone a thousand different potential spawn locations and make people chase the nodes. That solves all those problems at once while keeping the resources similarly rare.

well i guess the “good” thing about it is that crafting is 100% useless anyways so… i guess i dont need the ressources? :smiley: