Resource starvation - Pros and Cons of 4 suggestions / Discussion

@DMM i think you are making solid points there! Territory rewards def need gold input reworked imo or switched to other currency for pvp only items i.e.

While i appreciate your input, are there any suggestions you would like to write out about gathering nodes?

Great! Mix it all together, if possible; randomized spawn locations (near and far), new spawn locations, old spawn locations at reasonable places, spawns within spawns adjusted or dynamically adjusted on a player by player basis. Bring it all until somehting sticks :slight_smile:

Reducing travel time pays off with such new system iterations in the future and adds new layers later on (gathering mount perks, connected to taming profession and random rolls on mount skills etc.)

Copying and pasting my previous comment from another thread.

"it’s an easy fix. instanced/personal nodes since the gold sellers never have pvp flags up. Big companies that only war log don’t farm mats, they buy them. Who controls the market for all mats? gold sellers/bots etc. Unless open world pvp is always on then instanced nodes is the only solution.

Problem: Players who farm mats can’t because unflagged gold sellers/bots are camping all spots.

Solution: Instanced nodes. Real players can enjoy their farming and gold sellers can still sell to the big companies. Both sides are happy.

I prefer flagging at all times since this is a pvp game. Competing for resources… yet you can’t compete for resources against unflagged players… like this isn’t a pvp game at all."

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Thanks to all the input given here in this thread! I partially agree to instanced nodes; added value can come from a mix, i.e. this:

All nodes will undergo randomization, this includes individual nodes (see further below) and placement: presented here 2 different solutions, can work individually or mixed together.

  • Well known cluster locations stay
  • some existing nodes change within a small randomized area of 10-20m
  • some existing nodes change with a larger radius of more than 20m
  • new nodes at random places, making up a good amount of overall nodes (less known cluster, more new random nodes, i.e. 50/50
  • new nodes of higher tiers at secret places like hidden caves etc.
  • (mix up) nodes undergo tier downgrade (and upgrade) based on how often players (= no personal nodes system) farm them

Individual nodes as an addon OR as a major revamp (needs testing)

  • nodes will be personalized = account locked = personal respawn
  • each node can randomly spawn higher tiers of itself (rariety set by zone level)
  • every node undergoes a tier downgrade system: harvesting the same node (frequently) after respawn will progerssively reduce the tier quality, incentivising players to mix up their rotation. This is done on a cooldown = tiers go up again, so that casual players won’t be affected much.

Disclaimer: This is a summary of different suggestions, which i personally favor (my speculation what might be good).
I encourage more players give their feedback until we may get a great/broad solution or AGS takes over/comes up with their solution.

So that we can localize the bots in a central location?

You can maintain cluster locations while adding a spawning radius in each original location in a 20-30m radius. This will place some close, some far, some in hard or impossible to get to locations. It adds a goldrush/scavenger hunt backbone to a robotic task while easiliy disrupting bots across the board.

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Oh this is purely to satisfy the nay-sayers :smiley: . And how about it being a bot trap to scout them?
The spawning radius is great, i agree! I have high potential hope for it.

For what its worth; the knwon cluster spawn locations can of course get the 20-30m treatment instead of spawning forever in the same bot supporting spot. I am trying to incorporate as many povs as possible here.

You all did great! :farmer:t4:

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Since the bots I have reported week ago are still online and been playing 24/7 and for some reason they are still level 34 :thinking: Running around taking resources from normal players that is trying to gather materials. I think INSTANCE NODES is the only way to make a fun gameplay for normal players and beat the bots.

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Instanced nodes is ridiculous. You’re talking about the 100 ori nodes we have to fight over now, being magnified to 100 per player- i.e. cap of 2500. This will be detrimental to the market and the value of components. Not to mention this across every single harvestable item.

Nothing about crafting should be easy. This isn’t a solo farm simulator, it’s an MMO. It should be tough, but having a radius spawn around the original node location- would promote more use of the tracking feature on the overhead radar, and disrupt the bots entirely.

We’re all entitled to our opinion though :slight_smile:

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Thank you for taking part! I have a principal problem with that as the only approach due to…

We need both, the available nodes being something we are happy to encounter AND being able to sell or craft for reasonable payout.

That is why i still believe a mixture of different systems might be the best way forward. Having nodes spawn in lesser quality i.e. is a great feature that promotes exploration. But do we want that instanced or open world? In this regard, i’d lean towards instanced as a good implementation.

The whole system should 100% undergo a revisit from AGS and this will very likely have to take place soon. The influx of new players might cause heavy node starvation and frustration.

I get why someone would want instanced. But not realizing that that having 200,000 available ori, a day if everyone were able to farm ori. Would literally make it invaluable. You literally depleat any type of income from these farmable items. Think of all the farmable items in their totality. Hemp, Wirefiber, ori, starmetal, oil! You’re literally giving them away to every user. So people like myself, who farm these materials and sell them - will quite literally have to find something else to try and enjoy in the game. Not to mention completely throw the value of EVERYTHING (other than cooldown items) out the window.

Every player will be able to get resources so easily, It’s likely they’ll all just start capping 200 on all their skills, meaning they don’t need anyone really to do anything for them. Because they’re so easily self sufficient.

It would be turning an MMO into a Single player game with other visible players. It’s so confusing to me why anyone would think it would be good much less want to make everything instanced/single player like - in an open world game.

Zero challenges.

Even with the Cooldown items… It will be so easily attainable to get the components for making Runic, Asmo, and the like… Other than wanting more than what’s available to you on a daily cool down, none of the additional components will be of value. I would actually think that the lower tier items would drop and items like asmo runic etc would skyrocket.

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Does not matter if they change the Nods, the bots will going through the all possibilities, spent more time to gathering the resource, but still.

Instance solution it“s a goal, reduce the nodes around the world, increase delay, like some nodes you can gathering once a day and small nodes is every 2 hours or so.

The price on the market will reduce, but at some point there is not to many things you can do it, since the major quantity of mats spent is for find a perfect perk for a set or weapon, after some time will reduce the amount of items been making day a day.

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My bad, i meant that instanced personal nodes should undergo a process of downgrading when gathererd too frequently. I am not for personalized nodes all over the map.

Thanks for sharing! This might happen, but i really do see some major headway when we randomize spawn locations at least slightly to throw them off. As a first step.

I hear you, that is a sad reality. And why we need to engage with AGS to press for changes. We may be doing a good job so far :slight_smile:

Yes in truth I never find any accessibility to farming anything in the game, this being due to too many players trying to farm, bots, lack of node respawn. So many factors which ruin the experience of wanting to NOT be lazy and FARM nodes! These bots/players and spawn times are the reason people have no choice but to buy. Which destroy the fun for people who like going out and exploring/farming.

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So reduce the amount of nodes a player can get per day, but make every single node in the game available to every player.

Now I’m limited by the game, not the effort or skill I put into aquiring them.
And now we give bots even MORE resources to dilute the market.

Crumble.

I’m sure ags wouldn’t care but I would just stop playing if they ran instanced nodes. I’m not a pvp’er. I’m a crafter and farmer. I play open world games because they’re OPEN WORLD.

Sometimes it’s hard to farm, othertimes it’s not.

Putting limits on players for instanced nodes is only going to piss the same people complaining now, off down the road when they can’t get as much as they want.

Right now the market is good, you can easily buy any resource you want with a profitable vantage. But no, lets make it less MMO, and more solo player.

Makes zero sense to me from an MMO and economic point of view especially for a player only driven economy with no npc’s. Not to mention, not understanding this type of mentality.

Randomized radius nodes is literally the godsend solution of resolving the issue imo
Can’t say bots will figure it out/it would certainly be much much better! Arguing instanced is the solution is only giving the bot’s more resources than they get now!

I think people forget how much stuff here is farmable from azoth water, to cooking items, crafter resources and the like.

You’d disrupt the entire market, all because it’s ā€œtoo hard to get stuffā€

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I totally get the frustration of … I need some wyrdwood trees, let me go get some and then them not being there because theres 2000 active players at all times. However, I don’t think any of your ā€œsolutionsā€ will really solve the problem. Truth is the market, at least on my server, is pretty competitive and account for the struggle of finding nodes. Nothing is so over priced you can’t just buy 1000 to make things quicker or so cheap you can’t turn a profit if you wan to put in the effort. I think a firm crack down on bots is probably the best case, but theres also a positive argument for bots as they keep the price lower so players have the option to shop instead of farm.

1 and 3 are ideally what people are shooting for most between gathering instanced nodes would benefit people who just don’t have the time to explore vast regions and i don’t think on the devs side it’d take nearly as much work as randomized node locations. or i think with how they did ori and starmetal would be acceptable just got to get more nodes in the world and quicker respawns but this depends if you’re really against bots. the 4th one would just be a nightmare if it was that way more people would choose the professions the benefit them the most end game regardless then what if you have no fishermen food buffs would be astronomical i think all and all instance nodes are the way to go IF they intend to keep higher population

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We are having this discussion as bots are NOT easily dealt with and while we would wish for them to be, the reailty is that gatherers get frustrated by the lack of nodes to farm. A deep red flag.

There is no positive argument for bots. We can pretend there is (price), but it isn’t. Bots are killing player fun and the market. Cheap does not correlate with good in this regard.

Like we established; instanced nodes remove the MMO aspect in this particular case. Competition is good, if players can still find resources. The right balance so to say. Instanced all really does not feel like a win win.

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They also are always stock piling the tier one and two mats and loading the market with them.

Noone really cares about bots, when they’re trying to make a supply of honing stones, and don’t want to have to gather the 10’s of thousands of stone and lode stone just to make some. people don’t like it when they burn an hour and only get 100 ori because they’re working in all the spots that everyone else does.

I’ve farmed the First light location before and only that, and ended up with a few thousand in a night just doing runs that aren’t loaded in clusters where they’re densely populated.

My server also is priced accordingly. You can turn a profit with just about anything other than refining itself (which really shouldn’t be a thing anyways)

There’s always a middle ground, and sometimes that’s farming lower mats or another resource to fund the purchase… This is the whole concept behind open world gaming.

Having multiple players scavenging an area for an ori spawn, only to see it pop up on your radar half a screen away so everyone makes a break for it, is much better than one guy being able to run faster than you and 1 shotting all the nodes before you can get to them because they’re all in the same spot.

Anything’s better than instanced at this point. leave it how it is for all i care lol

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I actually do a lot of high end farming and I’d bet more than 99% of the time I go out to farm high-end nodes the person that took them right before me is just another person like me and not a bot. I’m on Castle of Steel and it doesn’t feel like a huge issue that everyone makes it out to be, but maybe thats just my server. I honestly think the nodes being missing are more due to 2300 active players instead of the 300-800 we were used to in the past.

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I’m on Valhalla, and same… I’m constantly combating, other actual players, which can be told because I’m usually up in Edengrove where you have to jump and climb over the mountain ranges to get to nodes faster than others, in most cases.

I’ve been on slow servers, and packed servers. Sure it’s not easy, but it freak’n shouldn’t be! lol.

You’ll never be able to make everyone happy, for sure, but there are middle solutions to this problem. As a farmer, please leave it alone instead of making it instanced. I’d rather have difficulty acquiring high end components for crafting, than have you completely murder the market because people don’t like competition.

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Likely true. I had no such problem last year either. Balance is the key. Cross server grouping i.e. would favor reduced server pop i.e. There are so many factors to consider overall. Some servers feel alright at the moment, others are so bad, i imagine people just quit doing it due to flat nodes everywhere.

Then new areas will get implemented over time, spreading out gatherers and -maybe- helping out this way, too. Maybe not. Maybe bots will be able to farm those with close to no risk of being reported, due to players not being around. Everything comes with such risks.