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Dawidio123
- Posts: 1456
- Joined: Wed Aug 31, 2011 11:48 pm
- Location: In your ear
Re: Animal nodes moving was bad
Agreed. Getting topql bones gets super annoying after the tool goes above 200 not to mention 300. And the amount of them you need basically forces you to have like 5 mammoth traps which you check every animal node change and if you get lucky enough to find hql one you just bot it.
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Sarge
- Posts: 2059
- Joined: Fri Oct 09, 2009 3:41 am
Re: Animal nodes moving was bad
Yeah, I know you're smarter than this or at least I really hope so. It is not that it is just harder, it is that it is harder for YOU, the organised faction. It is that the organised faction's ability to camp high q nodes have been removed, which the hermit never had, that narrows the gap.SnuggleSnail wrote:I'm rly trying to be nicer on the forums to people who seem earnest, but acknowledging that it's harder now and THEREFORE the gap between casuals and sweats is smaller is profoundly dumb. Anything being harder widens the gap.Sarge wrote:The new/current system is annoying to some because they have a reference point of a time it was easier. [...] the new mechanic and that narrows the gap between organised factions and hermits.
Last time I afford you to the benefit of the doubt on intelligent reasoning.
factnfiction101 wrote:^I agree with this guy.
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caz
- Posts: 542
- Joined: Fri Jul 16, 2010 7:27 pm
Re: Animal nodes moving was bad
Maybe they could look in to the amount that is required for recipes such as bone clay instead of changing nodes, thenDawidio123 wrote:Agreed. Getting topql bones gets super annoying after the tool goes above 200 not to mention 300. And the amount of them you need basically forces you to have like 5 mammoth traps which you check every animal node change and if you get lucky enough to find hql one you just bot it.
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axus
- Posts: 148
- Joined: Thu Nov 18, 2021 4:22 pm
Re: Animal nodes moving was bad
They should reduce the recipe requirements for bones / bone ash. Also some kind of consumable boost to quality mined/killed would be cool
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caz
- Posts: 542
- Joined: Fri Jul 16, 2010 7:27 pm
Re: Animal nodes moving was bad
Bone polish: requires 1 wax and 1 sand, buff the bone quality by whatever% of the polish quality

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Mashadar
- Posts: 379
- Joined: Thu Jan 20, 2011 9:34 am
Re: Animal nodes moving was bad
...? Of course a hermit can camp nodes. In W11 I knew a q400 moose spot and also a q330 swan spot right in front of my base. I camped the shit out of those, enabling me to make some good bone clay. And in another world I had a good angler spot on some mine layer. Life was good.Sarge wrote:Yeah, I know you're smarter than this or at least I really hope so. It is not that it is just harder, it is that it is harder for YOU, the organised faction. It is that the organised faction's ability to camp high q nodes have been removed, which the hermit never had, that narrows the gap.
This world, making enough bone clay for pretty much anything is infeasible for me. If I wanted good bones, I would have to buy them.
The wandering nodes are annoying for everyone, but it hurts hermits and smaller villages more.
I already said as much before W16 when animal nodes were discussed, but now after a few months, we have the evidence.
It was a nice experiment, but I'd rather have a different system in W17.
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Kirche
- Posts: 434
- Joined: Sat Nov 21, 2009 10:43 pm
Re: Animal nodes moving was bad
If its harder for an organized faction, its immensely worse for a hermit, they made a good change in removing the quality boost from quests (should remove it from wandering sage too), this change however, really really sucks, nothing feels worse than finding a high quality animal and seeing that a new moon is coming to completely remove it from existence within the next daySarge wrote:Yeah, I know you're smarter than this or at least I really hope so. It is not that it is just harder, it is that it is harder for YOU, the organised faction. It is that the organised faction's ability to camp high q nodes have been removed, which the hermit never had, that narrows the gap.
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DonVelD
- Posts: 1913
- Joined: Sun Jun 11, 2017 12:37 pm
- Location: @ your fenced base W/ a boar
Re: Animal nodes moving was bad
are you retarded? (no dont answer)Sarge wrote:Yeah, I know you're smarter than this or at least I really hope so. It is not that it is just harder, it is that it is harder for YOU, the organised faction. It is that the organised faction's ability to camp high q nodes have been removed, which the hermit never had, that narrows the gap.SnuggleSnail wrote:I'm rly trying to be nicer on the forums to people who seem earnest, but acknowledging that it's harder now and THEREFORE the gap between casuals and sweats is smaller is profoundly dumb. Anything being harder widens the gap.Sarge wrote:The new/current system is annoying to some because they have a reference point of a time it was easier. [...] the new mechanic and that narrows the gap between organised factions and hermits.
Last time I afford you to the benefit of the doubt on intelligent reasoning.
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_Scipio
- Posts: 304
- Joined: Sat Aug 29, 2015 3:22 am
- Location: Interrogating your villagers.
Re: Animal nodes moving was bad
I like the roaming nodes better than stationary nodes. I dislike tedious industry grind. I think the suggestion of increased frequency of high quality nodes is a seemingly minor tweak that could improve things. It feels good to find a high quality animal, and anything that gets players roaming outside their walls is a good thing.
mizdirector89 wrote: No, their version of 'interrogating' was just saying 'speak up, you better talk' over and over while they killed our characters.
Warriors of Annihilation ; The Crimson Tide ; Remnants of the Few; The Hunt Goes On-
maze
- Posts: 2819
- Joined: Sat Mar 27, 2010 3:15 am
- Location: Canada
Re: Animal nodes moving was bad
The fact most of you think high Q bones come from wondering around is astounding.
Wondering around to find a node is semi random but then a fixed grind spot for 2 weeks, while dungeons and dens are random animal Q (the other suggestion of a system you're all asking for).
Dungeons and dens have a higher cap on animals, you can pull Q600 out of the dungeons, compared to the q200-300 you're apparently roaming for??
Jorb and loftar should honestly just make more dungeons; thingwalls should lead to a weekly dungeon people can do for "the wild hunt" or something~ lets get some PoE map hunting going in haven
Wondering around to find a node is semi random but then a fixed grind spot for 2 weeks, while dungeons and dens are random animal Q (the other suggestion of a system you're all asking for).
Dungeons and dens have a higher cap on animals, you can pull Q600 out of the dungeons, compared to the q200-300 you're apparently roaming for??
Jorb and loftar should honestly just make more dungeons; thingwalls should lead to a weekly dungeon people can do for "the wild hunt" or something~ lets get some PoE map hunting going in haven
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