Thank you for taking part! I have a principal problem with that as the only approach due toā¦
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, iād 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! Youāre 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, Itās likely theyāll all just start capping 200 on all their skills, meaning they donāt need anyone really to do anything for them. Because theyāre so easily self sufficient.
It would be turning an MMO into a Single player game with other visible players. Itās 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 whatās 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.
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.
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
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.
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 Iām 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.
Iām sure ags wouldnāt care but I would just stop playing if they ran instanced nodes. Iām not a pvpāer. Iām a crafter and farmer. I play open world games because theyāre OPEN WORLD.
Sometimes itās hard to farm, othertimes itās not.
Putting limits on players for instanced nodes is only going to piss the same people complaining now, off down the road when they canāt 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 npcās. Not to mention, not understanding this type of mentality.
Randomized radius nodes is literally the godsend solution of resolving the issue imo
Canāt say bots will figure it out/it would certainly be much much better! Arguing instanced is the solution is only giving the botās 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.
Youād disrupt the entire market, all because itās ātoo hard to get stuffā
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 donāt think any of your āsolutionsā 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 canāt just buy 1000 to make things quicker or so cheap you canāt 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 donāt have the time to explore vast regions and i donāt think on the devs side itād 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 youāre 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
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 isnāt. 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.
They also are always stock piling the tier one and two mats and loading the market with them.
Noone really cares about bots, when theyāre trying to make a supply of honing stones, and donāt want to have to gather the 10ās of thousands of stone and lode stone just to make some. people donāt like it when they burn an hour and only get 100 ori because theyāre working in all the spots that everyone else does.
Iāve farmed the First light location before and only that, and ended up with a few thousand in a night just doing runs that arenāt loaded in clusters where theyāre densely populated.
My server also is priced accordingly. You can turn a profit with just about anything other than refining itself (which really shouldnāt be a thing anyways)
Thereās always a middle ground, and sometimes thatās 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 theyāre all in the same spot.
Anythingās better than instanced at this point. leave it how it is for all i care lol
I actually do a lot of high end farming and Iād 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. Iām on Castle of Steel and it doesnāt 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.
Iām on Valhalla, and same⦠Iām constantly combating, other actual players, which can be told because Iām 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.
Iāve been on slow servers, and packed servers. Sure itās not easy, but it freakān shouldnāt be! lol.
Youāll 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. Iād rather have difficulty acquiring high end components for crafting, than have you completely murder the market because people donāt like competition.
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.
Iām very against the random spawns just because the game engine is so easily tampered and easyAnticheat is the greatest joke on the gaming industry, that the map companion apps would soon catch up with the server-side information and show you exactly where the ānewā resources are located without you having to go discover anything.
So, in lieu of a fair gameplay, unless AGS address map overlaying, API and protocol all together, the ārandomā spawns will only be a general idea in theory, but in practice will be much exploitable as is a predefined path for spawn locations.
So would this hold true, if the system had an algorithm placing nodes?
Imagine there are 3 to 5 different spawn points for 1 node, algorithm places them randomly after a random time with system checks that prevent same spot spawns.
Would this not throw off bots? Server side information cannot 100% predict respawn, if that is decided after a random timer, then activating algorithm to place in spot 1, 2, 3 etc.?
I am not familiar with these systems though. Just guessing functionality vs. practice.
Do you have any suggestions, how we could solve the issue?
Still you get the world info on where each thing is placed, third party apps can pick up that info and place them on the overlay map, or the offscreen map.
The āofficialā map apps wonāt show you resources, but the source code is out there, you donāt even need to be a developer to know what to do.
Not gonna go any further into this, but, as the game is coded, having already timers set for chests, even when it would add some servers load on the timers, we have them working for chests, and there are more chests than resources by my last count, but this would be exponential and the servers are not in the best performance state right now.
i get trying to get/keep the thrill of the hunt finding resources and im sure theres a balance somewhere that makes sense, but mostly right now its pure frustration. my only other thought was to camp the higher resources in areas constested by high mob count to possibly eliminate bots from being there and thereās plenty of places where bots could be shoved out given those highly contested NPC areas
This was overall a great input, thank you. With that assumingly being correct, i keep looking at the dev corner that is responsible for bot control and another one for player feedback on resources/gathering/crafting
Would love to have a deep dive / conversation / panel in a monthly video talking about how AGS is planning to address the issue @Luxendra (the āsoonā bringer)
From my experience in both ff14 and gw2(games with instanced nodes) the gathering does not worth the time you put in it ,and the gatherable resourses are very very very cheap on the marked because everybody has easy access to them and bots can farm uncontested.
So from my personal experience i never seen a good gathering system in a mmo with instanced gathering so i am strongly against that idea, because it also remove the competition for nodes and the purpose of teaming up with friends to cover more ground and help each other, to explore and find different routes to increase the efficiency of the gathering sessions and it even make the bot problem worse.