If crafting nodes gradually accumulated, it would reduce the effect of everyone farming the same routes. Additionally, it would create an incentive to farm obscure and not-oft-farmed areas. This would reduce player fatigue of constantly farming the same areas.
Blacksmithing, etc. nodes would simply gradually collect mats., possibly up to some limit. An easy balancing solution would be to keep the overall resource spawn rate the same.
Chests could gradually improve, from simple to master.
Heavy sacks could gradually get better and more contents.
Taleof2Cities wrote: »Are you saying bots don’t adapt to new situations?
lordrichter wrote: »Bots cannot adapt. They are not AI. The person writing the scripts and botting software can add features to account for changes in the game, but that is the extent of the adaptation.
lordrichter wrote: »Bots cannot adapt. They are not AI. The person writing the scripts and botting software can add features to account for changes in the game, but that is the extent of the adaptation.
I'm no programmer but there are several ways to exploit the new system. For example: The bot would do his normal farming run in [Zone 1]. After he finished it once he will teleport to [Zone 2] and do another run there. Repeat for an amount of zones dependent on the amount of time nodes need to completly refill. After that amount of time the bot will return to [Zone 1] and repeat.
This would potentially even buff a single bot because he can now collect larger amounts of resources from essentially dead zones but it would also increase the diminishing returns of multiple bots on the same route.
lordrichter wrote: »If crafting nodes gradually accumulated, it would reduce the effect of everyone farming the same routes. Additionally, it would create an incentive to farm obscure and not-oft-farmed areas. This would reduce player fatigue of constantly farming the same areas.
Blacksmithing, etc. nodes would simply gradually collect mats., possibly up to some limit. An easy balancing solution would be to keep the overall resource spawn rate the same.
Chests could gradually improve, from simple to master.
Heavy sacks could gradually get better and more contents.
For all we know, they do. Not seriously, but the point is that no node is going to hang around long enough in this game to find out.
lordrichter wrote: »If crafting nodes gradually accumulated, it would reduce the effect of everyone farming the same routes. Additionally, it would create an incentive to farm obscure and not-oft-farmed areas. This would reduce player fatigue of constantly farming the same areas.
Blacksmithing, etc. nodes would simply gradually collect mats., possibly up to some limit. An easy balancing solution would be to keep the overall resource spawn rate the same.
Chests could gradually improve, from simple to master.
Heavy sacks could gradually get better and more contents.
For all we know, they do. Not seriously, but the point is that no node is going to hang around long enough in this game to find out.
...There are some pretty isolated nodes in rarely visited parts of rarely visited zones. I think there are definitely nodes that don't get hit more than once an hour.
If crafting nodes gradually accumulated, it would reduce the effect of everyone farming the same routes. Additionally, it would create an incentive to farm obscure and not-oft-farmed areas. This would reduce player fatigue of constantly farming the same areas.
Blacksmithing, etc. nodes would simply gradually collect mats., possibly up to some limit. An easy balancing solution would be to keep the overall resource spawn rate the same.
Chests could gradually improve, from simple to master.
Heavy sacks could gradually get better and more contents.
Discuss.
Maybe I'm missing something, but wouldn't it be much better if nodes and chests were instanced per player or at least account as most other loot is? It's irritating having to compete with other players for scant resources and seems like pointless aggravation. I dare say there'd still be a market for people who can't be bothered to farm or who need lots of resources quickly, but the current system just seems designed to cause conflict. Well, conflict and bots.
Why would there have to be a lot less of them? And surely it wouldn't benefit bots if people could get their own crafting materials; as I said, there'd still be a market for the "life's too short" types but otherwise I don't really see a downside. The current system just seems to be annoying and rather obtuse.
I can understand the theory and that it may need to be tweaked if they were instanced; I guess my question relates to the upsides of competing for nodes, if any, as I can't really think of them. I mean other than competing for its own sake, which I don't enjoy: perhaps I'm not the typical target audience for MMOs (I'm afraid I'm from the "I'm here for more TES, not an MMO" crowd!)
But it is a genuine quandary of mine, I can see advantages to instancing nodes and chests but none to competing for them. Which doesn't mean there aren't any, just that I've so far failed to think of what they may be.
ArthurMatheson wrote: »I think the system the OP was thinking about was more so you're rewarded for finding an obscure spawn location nobody has visited in a while, personally I'd fix the resource accumulation timer a little so it actually takes twice the spawn timer for a resource to accumulate so you're still discouraged to let the spot "cook", but at the same time get that nice little feeling of accomplishment when you find a big ore vein out in the wild that few visit.