Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Should resource nodes be privatized or public on the Megaserver?

KnotwoodKnotwood Member CommonPosts: 1,103

There is only one aspect of the crafting that has me worried/troubled about it.   Resources, and how they are public.   Being on a Mega server we are going to have a lot of people coming into the game,  if its hard to compete for these nodes in Beta, will the real launch be even worse?

 

In beta I made my rounds to the nodes when ever I felt they were up, sometimes someone had beaten me to it.   When I used to play WoW,  competing for resources used to make me frustrated a lot because people would have the timing and spawn points all maped out.   Some people made bots to mine and gather,  competing with these people over resources led to a really bad gameplay experience.

 

Paul Sage says that they questioned whether to make crafting resource nodes privatized or public,  and went with public because they wanted to be carful about how much resources gets into the world.    I look at games like Runescape, or other games where the resource nodes are nonstop spawning,  allows for us to mine and level up a really long time, and never has a problem with too many resources entering the world.  

 

I like the idea of having privatized nodes because having public nodes can really leave you not being able to level up your crafting at all at some times.  Do you think denial of nodes to save on resources entering the main stream justify not having privatized resource nodes?   What do you think?

 

 

«1

Comments

  • SemibruceleeSemibrucelee Member Posts: 52
    I think the world is large enough to not worry about it.
  • someforumguysomeforumguy Member RarePosts: 4,088

    Well, apart from the fact that the resource node is just a frustrating gathering experience imo, I think that for PVE areas they should go for private nodes. There is no fun in seeing some max lvl dude on a horse snatching all nodes up in the whole area before you even get the time to get to the first. This has always been ridiculous to me.

    In PVP areas though, they should be fought over imo. And for this I prefer mines and quarries you can take over.

    But anyway, resource node gathering sucks so I rarely bother with them anymore in themepark games (also because the crafting is pointless in most of them).

  • SpottyGekkoSpottyGekko Member EpicPosts: 6,916

    I love the node competition and winning/losing that sprint-for-the-node. It's a meta game in itself image

     

    But I'm worried about an infestation of goldseller harvesting bots. They attacked FFXIV in force at launch and seemed to be replaced instantly when banned. That probably contributed to the rash of account hackings, phishing emails and general shenanigans in the first few months after launch. The goldsellers needed a steady supply of new accounts to replace the banned ones, and they certainly weren't going to pay for them.

     

  • oldboygameroldboygamer Member Posts: 139
    I'd vote public, since private nodes seem silly to me and less immersive. I don't mind the competition, plus if you are really going to hammer gathering you can put points into node detection to give you the edge.
  • someforumguysomeforumguy Member RarePosts: 4,088
    Originally posted by Semibrucelee
    I think the world is large enough to not worry about it.

    My experience in most themeparks is that the world is not nearly large enough for it. Unless you have the luxury that you can avoid prime time for node hunting. There are never remote areas with nodes, like the case was in Vanguard for example.

     

  • KujuKuju Member UncommonPosts: 51
    I like public. Private seemed to work in GW2 until certain materials became way overabundant, and in turn caused the devs to overreact (see ascended crafting). It also adds to immersion as stated above - might be a small thing, but the small things add up. 
  • VrikaVrika Member LegendaryPosts: 7,991

    Public.

    Those people who make maps/track spawn times should be countered by having random enough spawn times and locations.

     
  • someforumguysomeforumguy Member RarePosts: 4,088
    Originally posted by SpottyGekko

    I love the node competition and winning/losing that sprint-for-the-node. It's a meta game in itself image

     

    But I'm worried about an infestation of goldseller harvesting bots. They attacked FFXIV in force at launch and seemed to be replaced instantly when banned. That probably contributed to the rash of account hackings, phishing emails and general shenanigans in the first few months after launch. The goldsellers needed a steady supply of new accounts to replace the banned ones, and they certainly weren't going to pay for them.

     

    Actually, in practice this usually means that low lvl resources are mainly gathered by people who are too high lvl for that area. Meaning that people who actually want to craft lvling gear are out of luck, unless they want to buy overpriced resources from those same higher lvl people. Especially if you only can play on the most busy hours. That mechanic is just out of balance if this is possible.

    I agree with your second comment though. If nodes are targettable somehow, that could happen.

    Anyway, this is why I really detest node hunting for gathering resources in most MMO's. There are never enough of them if you play during the busiest hours.

  • epichokieepichokie Member Posts: 14
    In beta I have had no problems finding nodes to gather. Though I have only played to level 9 thus far. I have stacks ofjute, iron, and maple. My only issue was finding places to make them into cloth, planks, and bars. :-/
  • KyleranKyleran Member LegendaryPosts: 44,073
    I didn't have an issue finding nodes in beta, but I suppose many people don't really bother much with gathering in a 3 day event.

    I'd probably go with public nodes because as someone said, gathering should be a competitive event, but only between actual players and not bots.

    "True friends stab you in the front." | Oscar Wilde 

    "I need to finish" - Christian Wolff: The Accountant

    Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm

    Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV

    Don't just play games, inhabit virtual worlds™

    "This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon






  • keenberkeenber Member UncommonPosts: 438
    I like the way that ESO do it and the way they give you the option to spend points in trade skills so that you can see the nodes easier. A lot of pve players make there money from selling resources and that all adds to the immersion of a mmo. Private resources just make it too easy for players to level up crafting and make it nothing special.
  • HighMarshalHighMarshal Member UncommonPosts: 415
    I had a harder time getting enough leather vs anything I could gather from the ground.
  • Lord.BachusLord.Bachus Member RarePosts: 9,686
    Making stuff private has proofed not to be a solution...  Espesciall for rare nodes.... I prefer open world nodes..

    Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)

  • deniterdeniter Member RarePosts: 1,439

    Correct me if i'm wrong, but didn't they design all nodes to be gatherable by anyone regardless of their profs?

    I mean, if this is something they have to even think about, why don't they just limit nodes for certain professions to ease competition.

    Plus, it would make lots of sense. Not everyone should be able to mine ore and smelt it to bars, or know which herbs are beneficial and valuable, and which are not.

  • [Deleted User][Deleted User] UncommonPosts: 0
    The user and all related content has been deleted.
  • [Deleted User][Deleted User] UncommonPosts: 0
    The user and all related content has been deleted.
  • ElirionLothElirionLoth Member UncommonPosts: 308
    Public nodes.  Private nodes are completely boring to farm and eventually cause the resource to be almost worthless due to overabundance.
  • DrakynnDrakynn Member Posts: 2,030

    The only thing I hate about public nodes is people ninja-ing them while you clear them of mobs, but what can you do people will always find ways to be assholes.

    I do agree with others that making them private does lead to trivializing resources.

  • DoomedfoxDoomedfox Member UncommonPosts: 679

    I dont like private nodes.

    I always made my Gold/gil with crafting and gathering but if you have private nodes making money with gathering is almost impossible since the markets are flooded with the items.

  • alterfenixalterfenix Member UncommonPosts: 370
    Certainly public. If anything then it could be replaced by gathering system similar to the one in Mortal or EvE (so everyone can get something). Such system could be in fact even better than what we have now (just imagine actually having to get to some mine in order to mine something). But then it's obviously too late to change it now.
  • darkheart84darkheart84 Member UncommonPosts: 84

    Bit silly to have them privatized, I had no idea GW2 did that, and I am glad I didn't play that game. Seems carebear'ish to "spread them equally" to every player, in their own world. Something like this would truly just take spirit away from the game that is supposed to be a single world everyone shares and competes in.

     

    It would ruin the market for crafters if everyone can get everything. You would know all of the locations and would know the respawn time, so people would systematically get everything there is to get. The dedicated crafters, who actually take the time to find the nodes early, would be matched by those who casually go about while questing/leveling/killing things.

  • HellCasterHellCaster Member UncommonPosts: 234

    I don't see competing within your own faction as way to build camaraderie and this will be a point of contention so, while I'm fine with the nodes staying public, I have made repeated suggestion in the survey to add a decay timer to share a node.

    For example: if you and your party members all happen past a node you all want you all have 5 seconds from the time the first hit lands to start gathering and everyone get's a cut before it despawns so it helps avoid ninja'ing during fights and whatnot.

     

    Playing: varies every day it seems.

  • kinartkinart Member UncommonPosts: 127
    The megaserver hasn't anything to do with that, cause it's practically a lot of servers with a common character (+guild) pool each one of them running a separate instance of the world. So it's only characters that are shared amongst them, not the state of the world. You could do a logout in front of a used resource then login again and chances are that it won't be used anymore. (As long as you were solo when you logged off)
  • Lord.BachusLord.Bachus Member RarePosts: 9,686
    Originally posted by Knotwood

    There is only one aspect of the crafting that has me worried/troubled about it.   Resources, and how they are public.   Being on a Mega server we are going to have a lot of people coming into the game,  if its hard to compete for these nodes in Beta, will the real launch be even worse?

     

    In beta I made my rounds to the nodes when ever I felt they were up, sometimes someone had beaten me to it.   When I used to play WoW,  competing for resources used to make me frustrated a lot because people would have the timing and spawn points all maped out.   Some people made bots to mine and gather,  competing with these people over resources led to a really bad gameplay experience.

     

    Paul Sage says that they questioned whether to make crafting resource nodes privatized or public,  and went with public because they wanted to be carful about how much resources gets into the world.    I look at games like Runescape, or other games where the resource nodes are nonstop spawning,  allows for us to mine and level up a really long time, and never has a problem with too many resources entering the world.  

     

    I like the idea of having privatized nodes because having public nodes can really leave you not being able to level up your crafting at all at some times.  Do you think denial of nodes to save on resources entering the main stream justify not having privatized resource nodes?   What do you think?

     

     

    Not being able to level crafting withouth privatized nodes is nonsense, you just need to try harder with public nodes...

    Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)

  • SoulTrapOnSelfSoulTrapOnSelf Member Posts: 190

    public nodes = more time sink = slower crafting progression

    at least some guilds pick up a time to do a node run with guildies;  many guilds out there are just for having slaves and use their guildies as farmers while the guild leader and close friends are having their own fun

Sign In or Register to comment.