That's due to the node being placed too low in the world geometry. Bugged since beta, never fixed.Also, finally found 2 Orichalcum nodes this afternoon... None of them were lootable - my character just got closer to it after pushing E, but never attempted to loot, no matter how many times I've pushed E
That's due to the node being placed too low in the world geometry. Bugged since beta, never fixed.Also, finally found 2 Orichalcum nodes this afternoon... None of them were lootable - my character just got closer to it after pushing E, but never attempted to loot, no matter how many times I've pushed E
The larger reason all the nodes are gone is twofold.
1) refining them is the only legit source of gold tempers, aside from the duping exploit during the first weeks of release.
2) bot farmers have mapped all the node locations and use teleporting/speed hacks to harvest all the nodes 24x7 to ... wait for it, go back to point one.
The gold tempers are sold on the gold farmers websites for RL cash.
In other words, the RMT gold farmers are using game hacks/exploits to corner the market on all end game crafting mats.
I have video/pics of bots poking their heads up through ore nodes in Glenumbra. I've reported bots and see them there more than 24 hours later. They've exploit farmed the entire 24+ hours (or days for all I know).
Prior to the bot plague, there were plenty of ore nodes. Now there are pretty much none, unless they're close to water, for whatever reason.
The solution:
All nodes should be personal, instanced-to-you. They should not be shared in the open world with everyone. Their visibility and use should be just like furniture/packs/vases are currently implemented. Why Zenimax thought competitive harvesting would be a good idea in 2014 is a mystery.
In the current modern computing environment, cpu, memory, and disk are effectively infinite, if the system is designed correctly....
Ahem, do you have any idea how much memory would be wasted to instance all crafting nodes between people? ...
...
Ahem, do you have any idea how much memory would be wasted to instance all crafting nodes between people?
I think the only thing working against botters would be to make such sites ILLEGAL and so they'd be shut down and blacklisted from every Internet provider for all eternity.
Woolenthreads wrote: »There's probably just not enough nodes for the number of people playing. I've noticed that there's usually nothing in highly trafficked areas and something in the rest. That being said I'm playing in +8GMT so the general traffic is lower, In USDT it's probably all looted pretty fast making it hard to find.
Food4Thought wrote: »the lack of resources in general in the mid level maps leaves me to believe that they are at work in these areas too.
Food4Thought wrote: »the lack of resources in general in the mid level maps leaves me to believe that they are at work in these areas too.
Moving underground made them much less visible. Sadly, that doesn't mean they are gone ...
Woolenthreads wrote: »...
I recant my previous comment. I'm definitely noting a lack of material nodes. Mostly I find out-of-the-way iron, I'm seeing no wood or jute at all in Auridon.
I'm barely seeing any alchemical ingredients either so I'm beginning to wonder if it's just Auridon.
that would be really unfortunate.. they would have to RAPIDLY increase theor drop rate to compensate.One possibe way to combat this would be to implement a change in the crafting system:
1) stop allowing ppl to extract purple and legendary tempers by refining low level mats.
2) add different tempers for each type of mat so that they are level appropriate to the mat and the gear that you can make with it. (Other games have crafting systems that work in this way and you cannot go hunting down end game mats with a low level char in low level mat zones, period).
3) see number ONE
Not saying this would eliminate them but I suspect it would considerably slow the motivation to bot every plant in the game
that would be really unfortunate.. they would have to RAPIDLY increase theor drop rate to compensate.One possibe way to combat this would be to implement a change in the crafting system:
1) stop allowing ppl to extract purple and legendary tempers by refining low level mats.
2) add different tempers for each type of mat so that they are level appropriate to the mat and the gear that you can make with it. (Other games have crafting systems that work in this way and you cannot go hunting down end game mats with a low level char in low level mat zones, period).
3) see number ONE
Not saying this would eliminate them but I suspect it would considerably slow the motivation to bot every plant in the game
I'd say let lowest tier material drop none, second tier drop some amd third+ to have full drop rate. but since bots are already everywhere, even this doesn't make sense..
it sends a message, doesn't it? letting bots without punishment to comfortably get to even veteran content..