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Gathering nodes?.. not so much.

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Comments

  • Master10KMaster10K Member Posts: 3,065

    I'd rather they realise the game than waste their time implementing a system that may or may not work in the long run. The game is supossedly already feature complete, so it's more about bug fixing & polish at this stage.

    image

  • RequiamerRequiamer Member Posts: 2,034

    From my understanding OP, mat income work a bit differently in GW2 than in usual mmo. The mat don't come mainly from gathering. I didn't tested it, but to give a made up number i thing 40% come from gathering, the rest come from salvaging. This keep an healthy maret because it put an indirect minimal price on mat, under this price people will stop salvaging and vendor/sell their items. Thats probably why they are so few nodes around compared to most mmos. So from a market point of view it seam way better.

     

    What you ask for seam to be a system tailored for crafting guild that don't want to bother with market but for selling, which seam a bit strange honestly. I kind of see how the actual GW2 system forbid you a good mat income, salvaging is a bit personal, you need to give your loot, and even if i was in a crafting guild, i'm not sure i would want to give my loot to promote the activity of my guild. But you still have gathering honestly even if its tonned down compared to other games, it is still there.

    In anycase you will need to go for the market as a dedicated crafter, no way you can go around this, so the whole gathering imo is not that important for you, gathering is more for the casual crafter imo, and to put a souce of mat.  If you are really that much into crafting i don't think you would even bother much with the source of mats since its included in your prices, but would definitly want a good and healthy mat market. I know few games that work the way you describe but i dont think this is good for GW2, it seam better for a heavy guild oriented, open pvp sandbox game where nodes are used to promote conflicts so they kidn of work one way, those guilds control the resources, something they don't really want in GW2.

  • vmopedvmoped Member Posts: 1,708
    One thing everyone here including the OP failed to mention is that in regards to cooking you kinda have what you propose already op. The renown hearts on farms, once completed, provide cooking mats appropriate to the farm/area. I agree with most of the responders here. The gathering system is good as it stands. I have honestly not been a fan of the systems other games have tried to "revolutionize" crafting (eq2). In regards to immersion crafting is boring and tedious in real life, at least in gw2 I can have an adventure getting the materials.

    Cheers!

    MMO Vet since AOL Neverwinter Nights circa 1992. My MMO beat up your MMO. =S

  • lilHealalilHeala Member UncommonPosts: 522

    I don't like this system much other than using it only during certain events (for example helloween time pumpkin patches at specific farms) or as a mini game with only an x% (low) chance.

    Main reasons I strongly dislike it are the high risk of abuse by botters and players that have the trade post as their meta game; and that it makes it boring if everything in the game has a designated place. I love exploring and picking up resources along the way or even going out specifically to farm by exploring a zone and to make it less boring also participate in events and other fun stuffs I encounter along the way to make it feel less grindy.

  • VoiidiinVoiidiin Member Posts: 817

    Correct me if i am wrong, but the OP's idea is how farming works in LoTRO. 

    Its not a new idea and takes away the whole exploration aspect of GW2.

    Also, i strongly doubt the devs from ANet took the time to respond directly to an email from the OP for copying an idea from an existing MMO.

    I look towards the gathering of resources as a way to accumulate more cash while i am out exploring and adventuring, GW2 would not be the same game sitting on my duff farming like one does in LoTRO. Its just not the kind of thinking GW2 promotes.

    Lolipops !

  • VesaviusVesavius Member RarePosts: 7,908

    I am fine with the nodes system in place.

     

  • tordurbartordurbar Member UncommonPosts: 421

    The Op has a terrible idea. Nodes as suggested would be perfect bot targets. Leave the current gathering system as is.

  • VolkonVolkon Member UncommonPosts: 3,748

    Ugh... really don't like this idea. Like mentioned, you kill a lot of things, from exploration to discovery. Simply having one place to find everything... yuck. Bots galore. If you know the mob(s) likely to spawn, you can create a rudimentary combat routine that should get you through it. If x,y,z is the gathering location, other people will be there too so they'll fight the mob for the bot and rez the bot.

     

    No thanks, the current system is great and far superior to this.

    Oderint, dum metuant.

  • 3-4thElf3-4thElf Member Posts: 489

    I don't mind nodes, but I like this idea too.

    a yo ho ho

  • BrotherVaatiBrotherVaati Member Posts: 23

    I've spent a good deal of BWE2 gathering in Guild Wars, and let me tell you the node thing is boring. I was able after about 2 hours of gaming, to outline where you can get each of the four low level metals in Borderlands of the Mists. I also made a graphic organizer overlay for the map to help my guildies gather materials. (I'm also in the OP's guild, just to show my bias to the idea.) So do you all think that one person should be able to discover every node in an area, have them all solidly locked down in his head, and then create an easy-to-follow guide to all the Nodes in an area? I sure don't. The nodes don't even change place, so after a 2-3 runs it was basically me on autopilot. What about having an area for gathering that doesn't poof onto your map, but you actually have to go fine? I hear you all talk about exploration, but static nodes don't actually make one explore, it gives you an easy way to gather mats, and I'd rather not be spoonfed. So like OP said, a dynamic area, where you have a certain percentage to get X, Y, or Z. And its not like a bot will be able to sit there for hours and hit it for oodles of mats. It will deplete eventually, and the areas will fluctuate. And honestly I'd like somewhere that I could hit for hours and pull up nothing and eventually get a random gem find. I think that's the kind exploration in a game I'd like to see.

    So the arguments I see here are:

    1. It is too bott-friendly.

    I honestly see this as something easily fixable by having the "areas of gathering" dynamic, always changing.

     

    2. It deters exploring.

    The interactive map out there on the internet alread has many of the low-level areas mapped out with nodes, so I don't see any exploring going on for much longer. Those nodes aren't going to any secret. What about random areas that kind of spawn in, but are invisible on the minimap. That makes more sense to me honestly

  • mayito7777mayito7777 Member UncommonPosts: 768

    There was a game I used to play where the guilds will have like their own space where things like a garden could be created just for members of the guild where certain plants or trees could be planted, its true you only got certain % of amount from each planting and took time to plant and harvest and still had the normal gathering in the open world.

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