Resource Regeneration Needs Improvement

What Option Appeals to You The Most


  • Total voters
    13

Nesato

New member
Nov 26, 2020
18
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From Portugal
personally I think none of those options are viable for every resource type so, none. for example Henrik mentioned an herb that might only be gatherable on a full moon or whatever (not sure if he was literal or just giving an example of what type of content is to come) In case of such rare material it would only make sense to be able to gather as much as you can, anyone, while its avaiable or something, all I mean is none of those options work in every situation, even more when some resources nodes and how they'll work, aren't even in the game yet
 

Kaemik

Well-known member
Nov 28, 2020
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I think catalysts are not working yet, when they are properly added you will likely have to redo your research.

This is consistent with my current findings. I highlight a catalyst extraction in green if it yields more resources than the same extraction without the catalyst, yellow if it's the same, and red of it's lower. This is for each individual resource under that catalyst extraction.

So far I have an entire sheet of red and yellow with not a spot of green anywhere in my catalyst sections. Like I was expecting I might need to adjust numbers to get optimal output once I find something that works but I have yet to find a catalyst that increases the output for any resource, by any extraction process, by so much as 1.

But my guild leader asked Farmer Joe if catalysts are in and he said yes. So maybe they just entirely changed every catalyst to keep us on our toes. Or maybe it's that my lore wasn't maxed for those resources before I tried. Unsure. For now I've put catalyst testing pretty far down my priorities list because it's yielded no fruit.

I think I'll run another rest or two tonight though just to see what happens.

_________

The only thing that would cause me to have to do any significant portion of my research though is if they tweaked base no-catalyst extraction rates. Or stats of crafted items. As that's where I have compiled the most data so far. Like I'd say I know the exact output you'll get if you feed 1000 of any rock or rock derived resource into the majority of extraction stations. I can tell you the exact numbers of what you'll get back if you throw 1k saburra in a kiln. It's a bit redundant with MO1 data if you're looking for generalities and not exact numbers. But not precisely the same.
 
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Nesato

New member
Nov 26, 2020
18
11
3
From Portugal
when it comes to catalycists and resources, from my experience between herbologium and nostus, the same ingredients go on both , only the results in nostus are in more quantity, more variety of mats too, percentage of lost in quantity is around the same in every mix I tried. There has been just some exceptions where in nostus I received as a result lore and mats and herbologium only gave me lore and no mats, I'm unsure if it is a bug. I always use the same quantity of ingredients in boths for a fair ttest
 
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lord_yoshi

Member
Oct 3, 2020
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Tephra, Gabore and Ironwood trees all feel WAY too slow in their regeneration rates.
Seems bugged. MO1 resources recovered a variable amount every minute. MO2 resources sometimes recover everything and sometimes never recover. Way too random for it not to be bugged, unless someone altered the calculation for resource amount recovery.
D. ...The problem with this system is that you'll get some people that just sit there draining the resources every few minutes...
Man you are hilarious, do you even know what game this is?
 

Amadman

Well-known member
May 28, 2020
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A padded room.
Honestly have not had enough of a chance to see how things are working currently myself.

Though I did notice rocks having different amounts when I did try.

Not sure if that was do to others having been mining recently or something with mechanics.


I would prefer something dynamic over a set timer though. And picked other in the poll.
 

Nesato

New member
Nov 26, 2020
18
11
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From Portugal
Independently of the solution for regeneration times, what is clear is that they are too long.

I don't know how rank of gatherable will affect its availability but here is my opinion: there is a need for more common and more rare resources to have different spawn times, but the rank of rarity should lock the action of gathering based on the knowledge/skills level you have. Example: Plant X requires Y knowledge and Z skill to be available to gather.

Resources should restock faster if they intend and expect to have a big population, uncomparable with the mo1 one.

A lot of players, like myself want to play this game mostly focused on craft and gathering and thats one of key features of the MO2. But if there is resource respawn imbalanced for the population numbers to a point of then causing having only half the game features available to half or more of the interested population, it will stop being fun for those players and loose player base.
It might not be game breaking now, but it should be adressed since pvp, the complex crafting and gathering are some of the key selling points of mo2.
 

Kaemik

Well-known member
Nov 28, 2020
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I think there is a bug blocking regeneration they didn't fix with this patch. I'm not sure why they wouldn't since this is a crafter oriented patch but there is no possible way things are working as intended right now. By the time the reset happened some things had been down for about 5 days.

If that's the way things were intended to work this game is sure to fail. Small groups can solo drain massive sources of common resources.
 
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