So we're just making shit up now?maze wrote: you can pull Q600 out of the dungeons
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jordancoles
- Posts: 14168
- Joined: Sun May 29, 2011 6:50 pm
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Re: Animal nodes moving was bad
Check out my pro-tips threadDuhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off.

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Sephiron
- Posts: 501
- Joined: Mon Nov 22, 2010 2:13 am
Re: Animal nodes moving was bad
Idk, I've only seen like q100 animals at most inside dungeons, but then again I haven't seen everything. I agree though, dungeons are fun and I'd like to see more. A crypt dungeon with skellingtons which drop a lot of decent bone would be cool af. Could just rig up and animate the player skeleton, and even maybe rig up a horse skeleton for some of them to ride. Idk what it would do to the clay economy tho, I could see jorbtard tying the dungeon spawning to graveyards or something retarded like that which would be super exploitablemaze wrote: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





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Audiosmurf
- Posts: 2944
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- Location: Ice Hell
Re: Animal nodes moving was bad
I pull 200+ badgers from dens on the daily, though not in any vast quantity
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Delamore
- Posts: 1234
- Joined: Mon Jul 13, 2009 9:11 am
Re: Animal nodes moving was bad
World 14 I cleared so many beaver dungeons and I think best I saw was maybe 350ql not certain but I know I never saw 400+
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jock
- Posts: 733
- Joined: Thu Mar 08, 2012 7:27 am
Re: Animal nodes moving was bad
The node move was fine, realms just need the ability to lock nodes down at a cost or something. So that we can increase the average quality of the world via player choice and stop having 99% of the world's nodes be trash/useless.
Also dungeons should just never have base quality. With the game giving 1-6x base for global animals and 1-12x base for dungeons they are better the issue is that they are so heavily weighted towards 1x.
Also dungeons should just never have base quality. With the game giving 1-6x base for global animals and 1-12x base for dungeons they are better the issue is that they are so heavily weighted towards 1x.
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Dawidio123
- Posts: 1456
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Re: Animal nodes moving was bad
Nodes moving does not encourage roaming, it encourages having 10 mammoths traps and checking all of them every full moon and if you find 400ql mammoths you just camp them 24/7. Also dungeons yeah.
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ChildhoodObesity
- Posts: 4165
- Joined: Tue Apr 10, 2012 8:16 am
Re: Animal nodes moving was bad
tbh i more wanted random quality every time and ideally the range would be smaller than it is now. THIS would encourage more roaming and make hunting more of an actual role.
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SnuggleSnail
- Posts: 3616
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Re: Animal nodes moving was bad
Same, but I'm a li'l afraid if that does happen the chance of getting a topQ animal will be astronomically too small even if they go with that.ChildhoodObesity wrote:tbh i more wanted random quality every time and ideally the range would be smaller than it is now. THIS would encourage more roaming and make hunting more of an actual role.
It's already too hard to find topQ bones after Q300 in my opinion, and wild bones go up to Q700ish. It doesn't help that as quality gets higher it gets exponentially harder to get good bones, when the time people are willing to spend goes down further into the world.
IMO, the easiest good solution is animal quality always being random within a range of their usual minimum quality to the quality of the highest cutting tool on the server.
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jock
- Posts: 733
- Joined: Thu Mar 08, 2012 7:27 am
Re: Animal nodes moving was bad
I would prefer if animals had no qualities but could be between 25% and 100% of the best cutting tool with realm buff bringing up the minimum to 50% at max buff. So the global average is just better.SnuggleSnail wrote:Same, but I'm a li'l afraid if that does happen the chance of getting a topQ animal will be astronomically too small even if they go with that.ChildhoodObesity wrote:tbh i more wanted random quality every time and ideally the range would be smaller than it is now. THIS would encourage more roaming and make hunting more of an actual role.
It's already too hard to find topQ bones after Q300 in my opinion, and wild bones go up to Q700ish. It doesn't help that as quality gets higher it gets exponentially harder to get good bones, when the time people are willing to spend goes down further into the world.
IMO, the easiest good solution is animal quality always being random within a range of their usual minimum quality to the quality of the highest cutting tool on the server.
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azrid
- Posts: 3647
- Joined: Mon Oct 17, 2011 11:33 pm
Re: Animal nodes moving was bad
Seems for a lot of people hunting top q bones is toxic so I think we should go with number crunch in stead of trying to game out better results from devs.
Lets make it so bears are the last animals that give usable bone for bone clay and cap their q between min100 to max200.
Big animals like, mammoth, troll etc should not even give usable bone for clay making.
This will also make it less meaningful to be forced to cheese hunt animals.
Lets make it so bears are the last animals that give usable bone for bone clay and cap their q between min100 to max200.
Big animals like, mammoth, troll etc should not even give usable bone for clay making.
This will also make it less meaningful to be forced to cheese hunt animals.



