Yet, within a few steps, there's often another one for the taking.I'm just tired of running towards a node & watching someone mount up and sprint past me to steal it, or feeling bad as I take a node and then see someone else run up who I never noticed.
Merlin13KAGL wrote: »
- There are more than enough nodes available, this shouldn't be an issue.
- Pretty sure the respawn time is well under 3 hours.
- They'd have to reduce the number of nodes or the amount they give, as it would be even easier to farm than it is now.
Are you gonna get sniped on occasion? Sure. Will it ever happen enough to prevent you from crafting anything? Absolutely note.
There is also the logistics of this, with timers for each node for each character. It's neither necessary nor reasonable.
Yet, within a few steps, there's often another one for the taking.I'm just tired of running towards a node & watching someone mount up and sprint past me to steal it, or feeling bad as I take a node and then see someone else run up who I never noticed.
I will never, ever understand this attitude. There are so many resource nodes this isn't even a real issue in the game.
This is one of the things that's kinda bugged me about MMO in general:
They don't really tell you in the tutorials whether the resources/stuff is shared or personal.
I believe Tera has "personal nodes"? (or was it GW2 --great, now I'm going senile). But I don't recall it being mentioned during the tutorials (had to find out on the forums).
Neverwinter has some horrible "mix" (not on resource nodes, their craft system is garbage) where quests will require that you get X of something and some quests are shared (so you see "something" and so does someone else but they're shared, so you get sniped), but others are "personal" so you don't have to worry about it.
So perhaps some of the folks sniping (I just got sniped the other day, the first time since I started like 2 weeks ago), don't realize it's not a "personal" node/device/thingy?
Although I'm sure there's always some *** out there that does it on purpose.
Although I kinda lean towards the personal node model myself as then you don't have to worry about it.
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
Resource Nodes should be locally spawned. I suggested this way back in beta and I'm sad it's not changed.
Nothing sucks harder than 'I want that rune resource, but I have to fight 2 mobs. Oh look, someone watched me get into the fight and punked the node'.
I get that chests are first come/first served; they contain rarer things..but wood, runes, ore..All these nodes should be local; each person gets their own.
To fix this, nodes should be on a cycle:
Let's say it takes..3 hours for a node to respawn after being mined. (I don't know the actual time)
So I mine a node, it disappears for me, but still exists for Runs-At-Nodes. 3 hours later, it exists for me again.
I'm just tired of running towards a node & watching someone mount up and sprint past me to steal it, or feeling bad as I take a node and then see someone else run up who I never noticed.
Merlin13KAGL wrote: »
- There are more than enough nodes available, this shouldn't be an issue.
- Pretty sure the respawn time is well under 3 hours.
- They'd have to reduce the number of nodes or the amount they give, as it would be even easier to farm than it is now.
Are you gonna get sniped on occasion? Sure. Will it ever happen enough to prevent you from crafting anything? Absolutely note.
There is also the logistics of this, with timers for each node for each character. It's neither necessary nor reasonable.