Yes, its some places with an lack of spots even if lots of water, Cyrodil ocean is the best example.Mettaricana wrote: »You basically want instanced harvest node where they're present for each player to loot. Sadly this would tank what little demand there is for someone to harvest it if there's no competition to get the node.
Only one i do agree changing is fishing like There's a whole damn. Ocean how did i run out of fish in this spot?
Mettaricana wrote: »You basically want instanced harvest node where they're present for each player to loot. Sadly this would tank what little demand there is for someone to harvest it if there's no competition to get the node.
Only one i do agree changing is fishing like There's a whole damn. Ocean how did i run out of fish in this spot?
Mettaricana wrote: »You basically want instanced harvest node where they're present for each player to loot. Sadly this would tank what little demand there is for someone to harvest it if there's no competition to get the node.
Only one i do agree changing is fishing like There's a whole damn. Ocean how did i run out of fish in this spot?
Speaking as someone who is a sport fisherman... ooooooohhhhhhhhhh maaaaaaaaaaaaan... you'd be surprised. The ocean is infinitely bigger than the number of fish in it... you can go out there feeling like today is the best day ever to catch fish, then after 12 hours on the beach without a single bite: you're breaking your rod over your knee and giving the water middle fingers.
DreamsUnderStars wrote: »This event has highlighted how annoying and outdated this mechanic is. This is not EQ2, it's 2021, not 1999. Put a stop to material nodes disappearing once one person harvests them. IF for some arcane reason you must have them expire (for stability reasons or whatever) allow at least three people have a go at it. Nothing is more annoying that having numerous bots rampaging around a zone harvesting all the mats.
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Instanced nodes would destroy the economy in the game. Harvest materials are by far the most traded item in game and the easiest way for a newbie to make their first few million gold.
Instanced harvest nodes would be great. Gw2 does it beautifully. I've seen mobs of folk harvesting the same node without issue. I would really love ZOS to implement this
Instanced nodes would destroy the economy in the game. Harvest materials are by far the most traded item in game and the easiest way for a newbie to make their first few million gold.
DreamsUnderStars wrote: »This event has highlighted how annoying and outdated this mechanic is. This is not EQ2, it's 2021, not 1999. Put a stop to material nodes disappearing once one person harvests them. IF for some arcane reason you must have them expire (for stability reasons or whatever) allow at least three people have a go at it. Nothing is more annoying that having numerous bots rampaging around a zone harvesting all the mats.
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Also ideally I would love to see the fishing nodes be turned into just fishing the entire lake or river, and make the fish nodes special pools where you catch more fish for a short time. Like WoW does it... their system is better and makes it more of a pass-time instead of just another harvesting node.
DreamsUnderStars wrote: »This event has highlighted how annoying and outdated this mechanic is. This is not EQ2, it's 2021, not 1999. Put a stop to material nodes disappearing once one person harvests them. IF for some arcane reason you must have them expire (for stability reasons or whatever) allow at least three people have a go at it. Nothing is more annoying that having numerous bots rampaging around a zone harvesting all the mats.
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Also ideally I would love to see the fishing nodes be turned into just fishing the entire lake or river, and make the fish nodes special pools where you catch more fish for a short time. Like WoW does it... their system is better and makes it more of a pass-time instead of just another harvesting node.