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View Full Version : More Harvesting Nodes for safe spots


Maroger
05-07-2012, 11:20 AM
<p>For the lowbie harvester we need more nodes popping up in the zones with the green grass that we discovered when we went to get our new recipe books.</p><p>They should make those areas full of harvesting nodes the way the area is in the Sinking Sands. Right now harvesting appears to be something for L90 adventurers with 320 AA only.</p>

Mermut
05-07-2012, 01:21 PM
<p>Unfortunately it was officially stated that it was 'unfeasible' to make crafting accessible for low level adventurers in this GU. No reason was given, though I suspect it falls into the category of 'it would take effort and thought, and that's too much for us to spend on something silly like crafting'. <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></p>

wullailhuit
05-07-2012, 02:41 PM
<p>I know of at least 6 spots where harvesting is safe.....I'm not saying where they are as I'm generally alone in the area when I harvest.</p>

Maroger
05-07-2012, 02:52 PM
<p><cite>Mermut wrote:</cite></p><blockquote><p>Unfortunately it was officially stated that it was 'unfeasible' to make crafting accessible for low level adventurers in this GU. No reason was given, though I suspect it falls into the category of 'it would take effort and thought, and that's too much for us to spend on something silly like crafting'. <img src="/eq2/images/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" /></p></blockquote><p>Gee Whiz - they have harvesting nodes in those green areas - they just need to add more of them - How hard can that be? We can get our lowbies to those area - why is it so difficult to add more nodes?</p>

Cyliena
05-07-2012, 03:03 PM
<p><cite>Maroger wrote:</cite></p><blockquote><p><cite>Mermut wrote:</cite></p><blockquote><p>Unfortunately it was officially stated that it was 'unfeasible' to make crafting accessible for low level adventurers in this GU. No reason was given, though I suspect it falls into the category of 'it would take effort and thought, and that's too much for us to spend on something silly like crafting'. <img src="/eq2/images/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" /></p></blockquote><p>Gee Whiz - they have harvesting nodes in those green areas - they just need to add more of them - How hard can that be? We can get our lowbies to those area - why is it so difficult to add more nodes?</p></blockquote><p>@Mermut: I'd bet they just didn't take low level crafter safety into consideration. This GU definitely shows the difference without Domino at the helm of crafting now.</p><p>@Maroger: I concur, some more nodes in the sanctuaries would be the best solution.</p>

Lempo
05-07-2012, 03:23 PM
<p><cite>Cyliena wrote:</cite></p><blockquote><p>@Mermut: I'd bet they just didn't take low level crafter safety into consideration. This GU definitely shows the difference without Domino at the helm of crafting now.</p><p>@Maroger: I concur, some more nodes in the sanctuaries would be the best solution.</p></blockquote><p>While I won't argue the point about a difference w/o Domino at the helm this content was finished MONTHS (something like 6 months) ago according to SJ and was just wating on us to open it up....</p><p>If they bost the nodes in the sanctuaries then they need to boost the rest of the nodes as well.</p><p>What I do notice whenever I go through the sanctuaries is that there are no ore/gem deposits yet there are roots, shrubs, dens and wood which are just left because the rares are not as desireable from them. This has long been known to cause issues with what nodes respawn in an area, and pretty common knowledge amongst tradeskillers. The mobs have a pretty low agro range, and the ones with larger ranges are very slow moving.</p>

Xianthia
05-07-2012, 03:38 PM
<p>Adding more nodes changes the landscape.  When you compete for nodes there won't be enough nodes to go around no matter how many get added.</p><p>I like the number that is each of the sanctuaries, because of their size, if they add more (of course would be dependent on how many more get added) it would just not be a sanctuary/area of how it's set up at the moment.</p>

Rijacki
05-07-2012, 06:31 PM
<p><cite>Lempo@Everfrost wrote:</cite></p><blockquote><p>What I do notice whenever I go through the sanctuaries is that there are no ore/gem deposits yet there are roots, shrubs, dens and wood which are just left because the rares are not as desireable from them.</p></blockquote><p>I've gotten ore/gem harvests in the sanctuaries, occassionally even from inside a tent *chuckle*. You have to just look along the cliff-face. If there aren't any available, it means someone got them before you not that they never were there to begin with.</p>

Lempo
05-07-2012, 06:35 PM
<p>Yes Rijacki</p><p>That was the point I was trying to make. people will come and grab the gem/ore deposits because the rare is more valuable, but leave all other nodes untouched, even though it is detrimental in the long run.  I have saw those nodes (and plenty of them for the area size) in all of the sanctuaries.</p>

Meirril
05-07-2012, 06:36 PM
<p>I'm just going to say I've noticed low level adventurers harvesting in the swamp area with no problems. They are on flying mounts and the manage to swoop in on unprotected nodes before I get to them...</p><p>...though there are plenty of ore nodes that pop up near agro mobs. I'm glad nobody has hijacked a node while I'm fighting the guardian (yet!).</p>

Calthine
05-07-2012, 09:30 PM
<p>It's always been a challenge for low-levels to harvest out of their range.  Yeah, this one's definately a challenge, but we can do it.  We're crafters.  We'll harvest uphill both ways, pursued by hordes of ravening gnolls (the ones we haven't fed, that is), armed only with a protractor and knitting needle....</p>