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View Full Version : Any chance of making The Ruins and The Caves Tier 2 harvesting zones


Griffinclaw
01-31-2006, 04:11 PM
<div>These two zones are now basically designed for adventures level 10-20, so why cant we make them designed for crafters level 10-20 as well?</div>

Rattfa
01-31-2006, 04:41 PM
agreed<div></div>

TaleraRis
01-31-2006, 08:20 PM
<div></div>Did they get a boost on Test?

domestic godde
02-01-2006, 01:58 AM
<div></div><blockquote><hr>Griffinclaw wrote:<div>These two zones are now basically designed for adventures level 10-20, so why cant we make them designed for crafters level 10-20 as well?</div><hr></blockquote>Looked at Antonica or Commonlands lately? Those zones are HUGE. Even if Caves and Ruins mobs have gone up in lvl, proposing just Oakmyst have t1? Just don't see a reason for this...except to put the screws to T1 crafting and maybe make gathering less tedious for t2. Wouldn't want anything to be too hard or too tedious...

Lerath_Litefo
02-01-2006, 03:33 AM
The Peat Bog also has T1 harvest nodes available

LanatirInno
02-01-2006, 04:33 AM
<div>Theres more then enough t2 gathering in antonica and commons. leave caves and ruins the way they are.</div>

Rhianni
02-01-2006, 05:51 AM
<div>If that was switched there were be a lot less t1 stuff.  Not everyone who is over lvl 10 adventurer is over 10 crafter.</div>

Griffinclaw
02-01-2006, 04:16 PM
<div></div><div></div><blockquote><hr>LanatirXXL wrote:<div>Theres more then enough t2 gathering in antonica and commons. leave caves and ruins the way they are.</div><hr></blockquote><p> </p><p>Yes, but if you want consistancy all the way around, you need to raise them to tier 2.   There are no Tier 2 harvests in tier 3 zones, no t3 stuff in t4 zones.   So, why should there be t1 stuff in t2 zones.   I just feel that if your gonna bump up a zone in mob level, you should increase it on all levels.</p><p>I would also like to point out the fact that, a lot of the changes they are making are for those who might be fairly new to the game.  Those new customers might have a problem locating t2 harvestable, especially if they follow the quest paths that eventually lead them to the Caves and the Ruins</p><p>Message Edited by Griffinclaw on <span class="date_text">02-01-2006</span><span class="time_text">03:19 AM</span></p>

LanatirInno
02-02-2006, 12:33 AM
<div></div>I dont think they will have a hard time locating t2 harvestables. All they need to do is ask <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> Theres plenty of other players out there. And if you turn caves and ruins into t2 harvestable zones there is going to be an EXTREME problem, caused by the fact that t1 harvestables will be basically non-existant anymore. And excuse my grammar and typing. im german <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />

Griffinclaw
02-02-2006, 12:44 AM
<div>Why do people think there will be no more t1 harvestables anymore, if we change 2 zones to t2.  That still leaves 6 zones at tier 1.  6 zones is quite enough considering you can go from lvl 1 -10 artisan by simply doing the starting artisan quest, that you can complete in about 2 hours. </div>