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View Full Version : Can we have the Nursery be the (Only T1 Zone) in Greater Faydark?: Please!


Larogi
08-07-2007, 10:52 PM
<p><span style="color: #3333ff">Domino,</span></p><p><span style="color: #3333ff">Currently, it is very difficult to find T1 nodes in Greater Faydark because they are so spread out and then the T2 nodes are sparse in certain locations within the outer areas of Greater Faydark. I know for myself, if I create a toon for Kelethin I tend to harvest in Qeynos and Antonica.</span></p><p><span style="color: #3333ff">Can we get it so that the harvest nodes for T1 are only in the Nursery Area? Which of course means we would need to increase the nodes in the Nursery Area. This would make it easier on the newbies for this zone in finding the harvest nodes they need and would be more consistent with harvesting in Darklight Woods and the Islands. </span></p><p><span style="color: #3333ff">Then make the rest of the Greater Faydark T2 harvest nodes and since this is a vast area it would match what we see in Antonica and Common Lands.</span></p><p><span style="color: #3333ff">Anyone else out there think this would be a good idea?</span></p>

Winter
08-08-2007, 04:05 AM
<p><span style="font-size: medium"><span style="color: #ff99ff">They do feel a bit sparse in some spots, ya. I personally would do it past the nursery area for tier ones though if your suggestion were to be implemented to a degree. Possibly to the base of Kelethin. I think limiting it to the nursery area would require that lower level character travel back and forth between kelethin and the nursery - I imagine for somebody interested in early tradeskilling, it would make it a bit more of a task than fun.</span></span></p><p><span style="font-size: medium"><span style="color: #ff99ff">I personally imagine the geography of the area makes it particularly difficult to populate with nodes effectively.</span></span></p>

Lakaah
08-08-2007, 01:07 PM
Sparse pretty much describes all the EoF zones when it comes to harvesting. I've not been to Loping Plains but I don't imagine its much better. The amount of nodes could be doubled and it would still be a second-rate place to gather supplies.

Illmarr
08-08-2007, 01:19 PM
<p>Definately much lower node density in EoF than older areas, but Gfay does break down into distinct areas. If there are level 10+ mobs, then you find T2 nodes ( The glade where you harvest toadstools for the Mushroom King, Crushbone Valley, The valley where New Tunaria is)</p><p>Gfay is very lacking in nodes</p><p>Butcherblock is IMO the most dense in nodes in the expansion, but certainly nowhere near Thundering Steppes.</p><p>Steamfont isn't too bad in the T4 area north of Gnomeland Security on the map, but the T5 area to the south is pretty void</p><p>Lesser and Greater Faydark seem to have a Node/acre as low as Alaska's population/acre.</p><p>I hope there will be increased node density for Kunark.</p>

Larogi
08-26-2007, 06:14 AM
<p><span style="color: #3333ff;">Which developer could address this concern?</span></p><p><span style="color: #3333ff;">The nodes do need to be looked at with in GF and the greater area.</span></p>

Rijacki
08-26-2007, 11:10 AM
<cite>Abelard@Oasis wrote:</cite><blockquote><p><span style="color: #3333ff;">This would make it easier on the newbies for this zone in finding the harvest nodes they need and would be more consistent with harvesting in <b>Darklight Woods</b> and the Islands. </span></p></blockquote>Harvest nodes in Darklight Woods are a bad example since they're actually a lot more mixed than in G'Fay.  When you cross the river, you will find T1 and T2 entirely intermixed even right next to each other.  You have to pay attention to the node shape and name to not get the wrong thing, i.e. T1 traps are the stone piles and T2 are the stick teepees.  I've seen, for example, one of each trap type right next to each other beside the bog with the slugs and mushroom men.  When I harvested the T2 node, a few minutes later it spawned a T1 node. I ended up going to Commonlands to get enough T2 supplies, but Commonlands is -much- easier to get to from Darklight than from G'Fay to either Antonica or Commonlands.

Domino
08-26-2007, 11:21 AM
<cite>Abelard@Oasis wrote:</cite><blockquote><p><span style="color: #3333ff;">Which developer could address this concern?</span></p><p><span style="color: #3333ff;">The nodes do need to be looked at with in GF and the greater area.</span> </p></blockquote>Harvesting nodes have historically been placed by whichever designer happened to make the zone, not by the tradeskill developer.  That's how it's being done in Kunark also.  For Kunark zones, during the beta testing would be a good time to feedback on any issues you may see with the nodes, using the forum appropriate for the specific zone, not the tradeskill forum.  I can tell you that I've been talking to a number of the zone designers already and offering a few suggestions (like "lots of ore! lots of roots!&quot<img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> and from what zones I've seen so far it's looking pretty good, though it's not all done yet of course (harvest nodes tend to be one of the later things added to a zone).  Of course, sometimes it's hard to see where there may be an issue until you actually see people playing in the areas.For zones that are already complete it's a bit more fuzzy who'd tweak those.  Probably any designer who has time could ... which at the moment is none of us, of course.  <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" />  Once time permits, I can probably take a look, but it's unlikely this would be before Kunark comes out.  In the mean time fortunately there's plenty of harvesting for these levels to be had in other zones.

Calthine
08-26-2007, 05:26 PM
I seem to recall we brought this up in Beta and the zone designer (the name escapes me atm) adjusted them because they weren't sticking up far enough out of the ground.  I know we may never again see zones like the Olde World's huge harvesting areas, but I agree that in EoF in general nodes are quite scarce. 

einar4
08-26-2007, 08:23 PM
<cite>Calthine wrote:</cite><blockquote>I seem to recall we brought this up in Beta and the zone designer (the name escapes me atm) adjusted them because they weren't sticking up far enough out of the ground.  I know we may never again see zones like the Olde World's huge harvesting areas, but I agree that in EoF in general nodes are quite scarce.  </blockquote><p> This was brought up shortly after EOF went rtw also.   There is a very large proportion of t1 to t2 nodes in Greater Faydark, which is contrary to logic since most of the new players will need more t2 nodes than t1.   By using the tradeskill quest, a player will get a character to level 10 with only a minimum of harvests, and a minimum skill for t2 harvest being 20, will be ready to harvest t2 in very short order.</p><p> To my view, having t1 only in the nursery area and perhaps the myconid areas, with t2 everywhere would be ideal.  It would also go in line with the general level range of the characters adventuring in those areas. </p>

Powers
08-27-2007, 08:12 PM
<cite>DominoDev wrote:</cite><blockquote><cite></cite>Probably any designer who has time could ... which at the moment is none of us, of course.  <img src="/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY<img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" />" />  </blockquote>Why "of course"?  What happened to having a live team separate from the expansion team?  It seems crazy to stop all major live development just because there's an expansion coming in three months.Powers  &8^]

Domino
08-27-2007, 10:21 PM
<cite>Powers wrote:</cite><blockquote><cite></cite>It seems crazy to stop all major live development just because there's an expansion coming in three months.</blockquote>I'm not quite sure who would classify "tweaking harvest nodes in a 10 month old zone that has lots of alternatives" as "major live development" ... but it wouldn't be me, anyway.  <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />   Don't worry, there's still plenty of "real" major stuff coming up - such as Legends of Norrath, Bristlebane, and various other exciting features!  <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" />

SugarGirl
08-28-2007, 10:09 AM
<cite>DominoDev wrote:</cite><blockquote><cite>Powers wrote:</cite><blockquote><cite></cite>It seems crazy to stop all major live development just because there's an expansion coming in three months.</blockquote>I'm not quite sure who would classify "tweaking harvest nodes in a 10 month old zone that has lots of alternatives" as "major live development" ... but it wouldn't be me, anyway.  <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY<img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />" width="15" height="15" />   Don't worry, there's still plenty of "real" major stuff coming up - such as Legends of Norrath, Bristlebane, and various other exciting features!  <img src="/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY<img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" />" width="15" height="15" /></blockquote><b><span style="font-size: xx-large;">BRISTLEBANE!!!!!!!</span></b>

Mighty Melvor
08-28-2007, 10:27 AM
<cite>Calthine wrote:</cite><blockquote>I seem to recall we brought this up in Beta and the zone designer (the name escapes me atm) adjusted them because they weren't sticking up far enough out of the ground.  I know we may never again see zones like the Olde World's huge harvesting areas, but I agree that in EoF in general nodes are quite scarce.  </blockquote><p>I know I brought it up in beta and in the beta forums.  T2 is a PITA to harvest.  Unfortumately, not enough people raised a concern because 99% of the pop was too busy beta buffing to 70.</p><p>Would love to see beta with limited buffing so expansions can be tested properly.</p>

Terron
08-28-2007, 11:24 AM
<cite>einar438 wrote:</cite><blockquote><cite></cite>Thiswas brought up shortly after EOF went rtw also.   There is avery large proportion of t1 to t2 nodes in Greater Faydark, which iscontrary to logic since most of the new players will need more t2 nodesthan t1.   By using the tradeskill quest, a player will get acharacter to level 10 with only a minimum of harvests, and a minimumskill for t2 harvest being 20, will be ready to harvest t2 in veryshort order.<p> To my view, having t1 only in the nursery areaand perhaps the myconid areas, with t2 everywhere would beideal.  It would also go in line with the general level range ofthe characters adventuring in those areas. </p></blockquote>I agree the ratio isn't right, but there should be some T1 nodes near at least some of the acorn lifts so that people doing the tradeskill quests do not have to travel far to harvest the ingredients.