maze wrote:Maybe we should have provinces that are a giant dungeon on world start, "tightly packed forest" that have hourly reset, to get in you need a key "blessing of the forest" what you can obtain everyday for a quest giver; item would be soul bound so it would turn to dust if someone else tries to pick it up. The dungeon will have multiply entrances that lead to a massive dungeon. At the center of the dungeon a curio "the forest heart", and other curios scattered around the forest. animals inside the dungeon in ever room have higher Quality then normal.
That way bots are less needed, we always know where high Q animals are. 2-3 provinces on every island could be this massive forest dungeon.
Other rare interesting things could be found in this dungeon and it would be a possible hotspot for some pvp.
Tbh overcomplicated and way too typical mmo for lobtar to implement.
Ø wrote:What if the server checked the players base survival within a province and averaged it to then be used for the animal spawns quality level? Yes, this would cause alt spamming. People would either be forced to up their survival on all alts or for a contested area people would spam low survival alts to grief. This could be partially mitigated by checking for exp gained per week with a minimum required to be counted towards the average. It would potentially encourage neighboring provinces to contest each others zones or neighboring villages and hermits to keep their survival high to ensure animal quality continues to creep up.
So more reasons to kill random hermits and everyone in your village either lives a bit away or has to raise survi?
maze wrote:The means of what I'm saying is, people don't always bot for the Q of animals and mostly just bot for finding the animals; their is extremely rare case arguments of nodes that are above q250; but in most cases people would take any Q of whale, Orca, mammoth, angler and Chasm Conch.
I think I can name currently 2 spots that are botted, red deer that are around q300 and a bear spot; the rest of the time people are scooping out high Q spots just for food reasons, the bots only really get used for bones.
I agree there is a problem, I don't think roaming nodes is the correct fix.
Most people are sprucecaps and never made a single bone clay in their entire game time, that doesn't mean the bone grind is in a good spot.
Did anyone suggest roaming nodes? I'm pretty sure nightdawg is suggesting random quality animals which i'm all up for if it means that 99% of what i hunt near my base won't be garbage by default. Also it would help with having to setup a bot after you notice the hql node being there since there'd be no node.
Like it's not even funny how much a simple checking bot helps compared to just checking it manually, if you never tried grinding 300ql+ bones you probably won't think it's that relevant but it really is. I was personally against making checking alts this world (ie. was too lazy to do it) and thought just checking the spots would be enough. Well someone finally made those alts and lemme tell you it has never been as easy to gather hql bones as it is rn.
On the topic of quest rewards giving quality, it could be preserved by it applying over the randomql of the animal you just hunted, but, tbf, it's a bullshit mechanic that is used to raise animals to 900ql overtime and i think it should just be removed, if not at least nerfed so it doesn't raise animal quality over an arbitrary max quality (max ql animal spawn without quest boosts). This way it could still be used to make hql hunting grounds without centering whole game balance around it (idc that much bcs i will quit before this autistic piece of shit system becomes relevant, but it doesn't seem healthy for the longevity of the game due to quests being obnoxious mechanic only few actually enjoy).