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On resource nodes and competitive gathering

  • esothomas
    esothomas
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    (disclaimer: there was so much irrelevance and hostility in your reply that i had to cut away most of it. salient points reserved below.)
    Haewk wrote: »
    Current system: farmer nodes = Total Nodes - Competition - Node Timer
    Your system: farmer nodes = Total Nodes - Node Timer
    current system: everyone is free to farm the public nodes over and over, and competition is dependent on number of players in the area, and their ratio of farming vs. the ratio of refilling nodes.
    proposed system: everyone is free to farm their private nodes over and over, with the timer limit determining how often their nodes refill.

    you have yet to make a convincing argument of how the latter is somehow wildly divergent from the former. you can't be in all places at once in either system (which somehow seems to be a background assumption), so i really don't get why you're keeping up this line of objection. it's like you want to tip the imagined server timer value in the direction of something not viable. i keep telling you, that's your own imagination. start imagining something else, you'll see, it's totally viable :)
    Haewk wrote: »
    the lack of node competition in GW2? How does it affect the amount of materials available to players? Do you have to intentionally go out of your way to farm materials you need or do you find enough during normal play?
    not to make this about GW2 too much, but no, there aren't any issues with materials in GW2. if you need a lot of them, you can farm them (or buy them, obviously). "normal play" brings about plenty, unless you need to craft something crazy (this only really being a thing in "end-game crafting").
  • Haewk
    Haewk
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    I'm sorry, I lack the skill to explain to you that increasing the spawn timer of nodes will result in less nodes being available to a player questing in a relatively small area with little competition. Currently the player will be able to harvest spawns several times over a play session of an hour or two as the quest paths make you criss cross over the same terrain. Increasing the timer means every node in that area can only be harvested once.

    I cannot make it simpler than that.

    I also cannot be bothered with this anymore, wasted way too much time on this already. Good luck with your noble quest to eradicate this terrible scourge from MMOs.
  • esothomas
    esothomas
    ✭✭
    Haewk wrote: »
    increasing the spawn timer of nodes will result in less nodes being available to a player questing in a relatively small area with little competition. Currently the player will be able to harvest spawns several times over a play session of an hour or two as the quest paths make you criss cross over the same terrain. Increasing the timer means every node in that area can only be harvested once.
    it all depends on which timer schedule you're looking at (add to that, any randomness in the distribution of available spawns, which we haven't even touched upon yet, but which remains within the same frame of discussion anyways).

    not sure "an hour or two" is a necessary time frame. how long does it take one character to "empty" an entire area? how long would the timers give? these aren't consolidated facts, but you seem to think they are.

    also, you seem to be flipping from "these changes will increase account farming!" to "these changes will decrease character income!"... that's confused, and yet again, reliant on self-imposed ideas about the timers.
    Edited by esothomas on July 2, 2014 3:49PM
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