Resource Regeneration Needs Improvement

What Option Appeals to You The Most


  • Total voters
    13

Kaemik

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Nov 28, 2020
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Tephra, Gabore and Ironwood trees all feel WAY too slow in their regeneration rates. I haven't timed resource regeneration yet but I've noticed the same tephra or gabore rock will stay down for many hours. We have a guildy timing an ironwood tree right now and we're at 6 hours with no wood. I can understand that if we make a tephra rock give 4000 tephra every hour that it may defeat the point of certain resources being limited in availability but there are other ways to do it.

Right now I'm guessing you're running one of these two systems:

A. Resources are on a timer. Rare resources are on a long timer. The problem with this system is it's going to to lead to a meta of discovering the timer, draining the resource, and then being back to harvest it as soon as it comes up. It kills conflict and just gives some guilds massive economic boosts they don't really have to fight over but are getting in a fairly underhanded way.

B. Resources have a set refresh time. Rare resources have a set refresh time set further apart. The problem with that system is it becomes like a content schedule in ArcheAge. Once the time is discovered it will be like "Your guild needs to log in a 13:00 GMT to do Tephra or you aren't relevant!" Absolutely screwing certain timezones and making people schedule their life around a game.

Let me suggest two alternative systems:

C. Resources are on a timer. That timer could be as frequent as 15 minutes or infrequent as 3 hours but no longer than three hours. The difference between a rare and non-rare resource isn't their timer, it's how much of the resource gets refreshed each cycle. The benefit of this system if players will figure out the timer, and they will treat it like an event, but it's more a constant event that makes people constantly fight over things like the GK mineshaft or tephra crater. Your guild doesn't have to worry about showing up at 13:00. There will be more frequent spars for smaller resource amounts, driving conflict. The downside to this system is it feels super artificial.

D. There is a constant resource trickle into every node. The rarer the resource is supposed to be the slower the trickle. The problem with this system is that you'll get some people that just sit there draining the resources every few minutes and it could make tending valuable resources a chore. The benefit of this system is it's still better than A and B in my opinion, and it feels the most natural. As far as non-renewable resources like ore renewing themselves can be said to be.

__________

Personally, I'm a huge fan of C since I think it's going to provide a lot of good PvP content and is the least tedious.
 
Last edited:
Dec 10, 2020
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As it stands right now it's not acceptable for a healthy playerbase. Option C makes the most sense; It's similar to how WoW Classic handled Black Lotus spawns, which are a very rare resource that every major guild and merchants are all competing for. Once exhausted, it goes on a timer that can respawn anywhere from 5 minutes to 45 minutes. It promotes a lot of open PvP and dedicated teams vying for dominance.
 

Bernfred

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Sep 12, 2020
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be patient most things have a deeper connection with other mechanics.
 

Zyconnic

Member
May 28, 2020
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Denmark
Most pickables like trees and bushes used to be in option D and I think that is completely fine.
Then there was the flowers which spawned on some timer similar to your option C.

I'm not sure they will change the system since it worked quite well. Maybe what you experienced is just a bug in the code?
 
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Bernfred

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Sep 12, 2020
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This is a bit beyond that. I can't tell you when Ironwood respawns, but I can tell you it's longer than 12 hours. That's unacceptable for an MMO gathering resource.
i think so but could be that they want to spread out the people so that not everyone stands around a guarded town on the nearest tree.
 

Rorry

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They won't leave it like this, I don't think. EU's will just clean out all rare resources each day and they will be gone.
 

Kaemik

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Nov 28, 2020
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Yeah I don't think they really can leave it like this. There already seems to be a major resource shortage developing and... there's barely anyone playing + there are vendors that give you most resources for free.

Here is the thing though. Supposing they are intending to fix it (and they probably are) they still need to decide on what system they'll be using to fix it. In which case the poll and this discussion still have value.
 

Ask

Member
Jun 10, 2020
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We will never really know what works until the game goes persistent and you actually have to grind materials to make things. In MO1 material trickled into a node over time and you never had anyone at the crater hogging the nodes due to the fact their were many people from all over the map that would periodically log in to kill miners. Trade the materials over to another character then log off and wait an hour. I also highly doubt a guild will hold the crater for extended periods of time to lock it down either.

Prior to TC it was a game of chance, or you teamed up with a friend. After TC it was a case of who held GK keep spot and could place TC in the crater and hold it. That in itself crated content. Then you had the meteorites that would occasionally spawn, which was MO's way of timed content. I personally never had any issues with that system.

I do however wish baseline material gathering was faster in general. AND their was visual aid to determine when a node was depleted.
 

Kaemik

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The one thing I can say for sure is that systems A and B do not work. There has been a mysterious villain who has been keeping most of the tephra crater drained which I found really surprising given its a 20+ minute round trip to run about 5k tephra back from the crater. Who other than me is so dedicated to the art of spreadsheets they're spending hours of their time on extractions at this stage of the game??? This morning I think I have determined the culprit.

Given the pattern in which nodes are tapped out I believe those rocks were mined out by a villain I shall refer to as Kaemik. Several days ago. The system HAS to be broken because I don't think it's intended that I should be competing with myself over tephra nodes as a single player who does maybe 2-4 tephra runs a day.
 

barcode

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Jun 2, 2020
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henrik had promised us disappearing rocks and felled trees, a strong departure from the node based gathering system of MO1. so far we havent really seen that and henrik hasnt gone into details (that i know of) on how it would work. I wouldnt mind if rocks/trees had a finite amount of resource in them, and rather than slowing the gathering until 'depleted', the gathering would continue at the same pace until the rock/tree is used up and it would disappear from the world. some time later it would respawn as a full node once again (unless perhaps within some distance of player structures). quarries(and other extremely large rocks) would still have to use the node system, but it would be interesting if SV could keep track of which nodes get depeted the most and make those quarry walls change shape accordingly in future patches

-barcode
 
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Ask

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The one thing I can say for sure is that systems A and B do not work. There has been a mysterious villain who has been keeping most of the tephra crater drained which I found really surprising given its a 20+ minute round trip to run about 5k tephra back from the crater. Who other than me is so dedicated to the art of spreadsheets they're spending hours of their time on extractions at this stage of the game??? This morning I think I have determined the culprit.

Given the pattern in which nodes are tapped out I believe those rocks were mined out by a villain I shall refer to as Kaemik. Several days ago. The system HAS to be broken because I don't think it's intended that I should be competing with myself over tephra nodes as a single player who does maybe 2-4 tephra runs a day.

Spreadsheets already exists mate, here's mine.



I made then years ago when I played MO1 but all it would take is some minor tweaking to adjust values for anything updated or changed on this second iteration of the game.

P.S if their are extraction methods missing on the extraction sheet its because they gave little to no yield worth using them in Mo1.
 
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Kaemik

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Mine actually contains a fair bit more information but they aren't public. That being said the numbers are not precisely the same on every single extraction from MO1 and MO2. General themes are similar (If a crusher worked best to extract X from Y none of the differences are extreme enough to change that in MO2) but the numbers aren't going to be precisely the same in all scenarios.

Catalysts are where I've found the largest differences though. So far not a single catalyst suggestion I've found for MO1 has worked for MO2. I'll attempt some of yours and let you know what happens.
 
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Ask

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Mine actually contains a fair bit more information but they aren't public. That being said the numbers are not precisely the same on every single extraction from MO1 and MO2. General themes are similar (If a crusher worked best to extract X from Y none of the differences are extreme enough to change that in MO2) but the numbers aren't going to be precisely the same in all scenarios.

Catalysts are where I've found the largest differences though. So far not a single catalyst suggestion I've found for MO1 has worked for MO2. I'll attempt some of yours and let you know what happens.

I thought as much, however some minor tweaks are all that is needed. Which is a far more appealing option than working again from the ground up. Credit to you for doing the leg work to spot the differences.
 

Rhias

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May 28, 2020
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I think the current system (that it fully respawns after some hour) does make sense with SV's plans.
They plan resources that despawn (like trees that you can cut down). And after some time those trees respawn with full live. So basically if you see a tree, you can cut it. Without that feature it will feel a bit odd since you have to hit every resource just to see that it is already deplsted.
But those respawn time shouldn't be some kind of fixed time or duration, but random/unpredictable. And they should not reset at reboots (but stored in some way, if that's possible).

PS: Actually I didn't check the current mechanics myself. It's just based on what others said in this Thread.
 

Rorry

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May 30, 2020
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The one thing I can say for sure is that systems A and B do not work. There has been a mysterious villain who has been keeping most of the tephra crater drained which I found really surprising given its a 20+ minute round trip to run about 5k tephra back from the crater. Who other than me is so dedicated to the art of spreadsheets they're spending hours of their time on extractions at this stage of the game??? This morning I think I have determined the culprit.

Given the pattern in which nodes are tapped out I believe those rocks were mined out by a villain I shall refer to as Kaemik. Several days ago. The system HAS to be broken because I don't think it's intended that I should be competing with myself over tephra nodes as a single player who does maybe 2-4 tephra runs a day.
That was my experience as well, then a guild started mining it together and I figured out that I would need many trips to make 1 sword and decided it wasn't worth the effort. Especially as we don't have the greater nat. yet anyway.
 

Rorry

Well-known member
May 30, 2020
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Mine actually contains a fair bit more information but they aren't public. That being said the numbers are not precisely the same on every single extraction from MO1 and MO2. General themes are similar (If a crusher worked best to extract X from Y none of the differences are extreme enough to change that in MO2) but the numbers aren't going to be precisely the same in all scenarios.

Catalysts are where I've found the largest differences though. So far not a single catalyst suggestion I've found for MO1 has worked for MO2. I'll attempt some of yours and let you know what happens.
I think catalysts are not working yet, when they are properly added you will likely have to redo your research.
 

Eldrath

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Jun 18, 2020
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the Jungle. Meditating on things to come.

Fairly certain that catalysts are broken currently. It is the first iteration of gathering and extraction.