im a new player, first world and all, so my impressions are discard-able.... none-the-less i'll offer my 2 cents:
I have had to explain to my friends probably 5-6 times why they need to stop asking for bone products unless they are going to help me hunt. i am NOT spending a millennia hunting hundreds of animals, sampling every single node across the map for weeks just to make them compost bins. I was completely fucked for luck for about 3 whole weeks. highest q i found was like 165 then.... when the operating minimum for the craft was 240q (being generous, not ambitious here). i have seen 270q bones once, ever. I have seen bones over 250 probably about 5-6 times in total? I cant know what the intention is. but I've bitched about this in another thread already. these nodes just contribute to an outrageously low "average world quality". where bones constitute the barrier for kilns, everything is impacted. and the world is more shortly lived for it as the total investment for crafting skills becomes too low. tongue-in-cheek: "the crafting skill investment cap is 150". my friends are bored waiting on bones to spawn. i think its fair to say that we all are.
Robben_DuMarsch wrote:
One could argue that this just means you need to "bot even harder." There's truth there if you want to be top quality. But this is still *better for the average player.* Why? Because bone scarcity is real. The average player can get bones which has *value* to botters, and can trade that for access to goods.
these notions of "incentive for trade" by Robben Dulolecow are unfounded because of gatekeeping behavior that I observed numerous times in this world. Bones are the gateway to accomplishing the very heights of Q related stuffs and you need really large investments to capitalize on them at all. Hypothetically, after finally hitting the motherlode node of bone farming. say you get some insane 400q mammoth spawn... why would you tell anyone? why would you sell them ever?? you will likely never see this Q again, or at least not for months. Nah, you sell tools for tokens only. there's no price that can be paid in-game that is worth giving up your greatest competitive advantage otherwise. and that's what I have always seen. the top tier stuff will always be gated behind a token trade because it is the peak and having the tool circumvents weeks or months of careful planning. i dont blame anyone for doing this either. you won the jackpot, cash it in.
Secondly, stating that a system incentivizes even more botting and that this fact somehow makes it better for non-faction/non-botters(?) does not help your point. Actually, it makes you sound insane. if the point of a implemented system is to reduce the incidence of a specific activity(botting), and the system causes an increase in that activity(yes, more botting), then it is a bad system. Robben, can you please advocate for an even more entrenched opinion about how roaming animal nodes are good and how to make them even wor-... better?
animary wrote:Rather than having nodes, use percentages. For example, of 100 animals 70 would be average (scaling as they do now), 25 would be 3-5 times that q, and 5 could be 10x that q. This would be worldwide, so you would have to get out and hunt for those high q animals (if the average boar was q80, then 5% of boars could be as high as q800, but that 5% would be scattered throughout the world). Respawns would work normally, so you never know where or when you will encounter "the good stuff". The average rpg player would be content with normal animals and an occasional higher q, the top level folks will have to truly hunt.
it really can be this simple: function of increase time spent = increase chance of resource get. no need to trawl the world endlessly and make an exhausting catalogue of spots to methodically check every moon cycle. generally, i can appreciate the depth of what is required out of most activities in the game, but then again, what is the function of making 400q bones rarer than 400q rocks? am i supposed to believe that rocks should migrate around and change their values too? making mining work like this would be hilarious and disruptive, ultimately diminishing any sort of progression that a player could make. Threads would be full of stockholm'd neurotics making the same arguments for it too. a very free way to make the forums more active.