Herb spawns

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Re: Herb spawns

by Hammersplat » Sat May 16, 2015 4:10 am

Koehler wrote:What if I told you that I am level 28 and my professions are not related to herbs nor minerals? I am just a player who doesn't want to see the Nostalrius market turning into some crappy underpriced one. Just think about retail and the AH prices when a new expansion is going live. Everything is overpriced until some time passes. Prices will naturally get to normal on Nostalrius as well, there is no need for herb boosting.


so you are an idiot, is this what you are telling us? you've never picked or bought a herb? hahaa... bless :D
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Re: Herb spawns

by sindabad » Sat May 16, 2015 5:45 am

I feel the herb spawn rate should be the same as the way it was the WoW 1.12 Blizzard servers in 2006, relative to the average amount of players that 1 of those servers would serve in those days

other than that, please no tuning to "improve things". I would like the flaws (a subjective matter) that existed in the 1.12 patch to remain, as otherwise we don't know where it will end. 1 change to the game system = RIP vanilla experience :D
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Re: Herb spawns

by Rhinzual30 » Sat May 16, 2015 8:02 am

sindabad wrote:I feel the herb spawn rate should be the same as the way it was the WoW 1.12 Blizzard servers in 2006, relative to the average amount of players that 1 of those servers would serve in those days

other than that, please no tuning to "improve things". I would like the flaws (a subjective matter) that existed in the 1.12 patch to remain, as otherwise we don't know where it will end. 1 change to the game system = RIP vanilla experience :D

The population alone makes a vanilla experience harder to accomplish with the herb/ore spawn rates. They should be dynamic so they spawn at a rate that takes into account the people in the zone at the time. That way if you end up in a sparsely-populated zone, the respawn timers will take longer because there's not as much competition, but heavily crowded areas will have them spawn faster. This is an improvement for everyone, especially the dedicated raiders so they can keep their consumables stocked up, same for PvPers and their alchemy/engineering consumables. That way the crafting professions don't feel needlessly tedious to level up due to a lack of herbs/ores from the gathering professions.
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Re: Herb spawns

by sindabad » Sat May 16, 2015 2:15 pm

Do you mean the population is higher than it used to be in the official 1.12 WoW servers in 2006?

If 1.12 had no dynamic spawning than that should also not be implemented in our server.

If we have more players on the server than was meant for 1.12 than we need more servers, no change in the spawning mechanics.

Otherwise, before we know it, we are again having a casual easy fest and that would be the end of things.

For easy gameplay ppl should refer to WoW WoD imo
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Re: Herb spawns

by Koehler » Sat May 16, 2015 2:24 pm

Hammersplat wrote:
Koehler wrote:What if I told you that I am level 28 and my professions are not related to herbs nor minerals? I am just a player who doesn't want to see the Nostalrius market turning into some crappy underpriced one. Just think about retail and the AH prices when a new expansion is going live. Everything is overpriced until some time passes. Prices will naturally get to normal on Nostalrius as well, there is no need for herb boosting.


so you are an idiot, is this what you are telling us? you've never picked or bought a herb? hahaa... bless :D

No fella, you are the idiot here. You only care to whine about your inability to get some herbs rather than seeing the bigger picture.
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Re: Herb spawns

by Rhinzual30 » Sat May 16, 2015 2:35 pm

sindabad wrote:Do you mean the population is higher than it used to be in the official 1.12 WoW servers in 2006?

If 1.12 had no dynamic spawning than that should also not be implemented in our server.

If we have more players on the server than was meant for 1.12 than we need more servers, no change in the spawning mechanics.

Otherwise, before we know it, we are again having a casual easy fest and that would be the end of things.

For easy gameplay ppl should refer to WoW WoD imo

1.12 didn't have 6.5k people on a server, and making a second server is not a good idea because then we need more GMs, devs, scripting for the server, etc. More servers is just a greater workload for those in charge. Instead of maintaining one, they'd have to maintain two or more, especially if they went for the Blizzlike population numbers per server. Then you've got the issue of some servers becoming wastelands at certain times, and the raiding guilds would still stick with the server they started on unless there was a character transfer service that they could all jump on board for.

tl;dr - You're asking for more servers and all the workloads that entails when simply implementing dynamic spawning for herbs/ores would be more than sufficient.
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Re: Herb spawns

by sindabad » Sun May 17, 2015 1:38 am

Rhinzual30 wrote:
sindabad wrote:Do you mean the population is higher than it used to be in the official 1.12 WoW servers in 2006?

If 1.12 had no dynamic spawning than that should also not be implemented in our server.

If we have more players on the server than was meant for 1.12 than we need more servers, no change in the spawning mechanics.

Otherwise, before we know it, we are again having a casual easy fest and that would be the end of things.

For easy gameplay ppl should refer to WoW WoD imo

1.12 didn't have 6.5k people on a server, and making a second server is not a good idea because then we need more GMs, devs, scripting for the server, etc. More servers is just a greater workload for those in charge. Instead of maintaining one, they'd have to maintain two or more, especially if they went for the Blizzlike population numbers per server. Then you've got the issue of some servers becoming wastelands at certain times, and the raiding guilds would still stick with the server they started on unless there was a character transfer service that they could all jump on board for.

tl;dr - You're asking for more servers and all the workloads that entails when simply implementing dynamic spawning for herbs/ores would be more than sufficient.


Yes I understand. Maybe that sounds fair, as long as its based relative to the amount of ppl there are now and the amount there used to be on a WoW server in 2006.

But I have the feeling there are some things that i don't fully understand about how a private server is implemented. I see that every private server is quite different. I thought Private servers simply start of with an exact copy of the original game and then some start tuning aspects

But it seems to be more complex than that. how can it be for instance that one server has bugs where another server with the same 1.12 version does not have them?

Can someone explain me more about this please?

Thanks

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Re: Herb spawns

by Rhinzual30 » Sun May 17, 2015 5:59 am

sindabad wrote:
Rhinzual30 wrote:
sindabad wrote:Do you mean the population is higher than it used to be in the official 1.12 WoW servers in 2006?

If 1.12 had no dynamic spawning than that should also not be implemented in our server.

If we have more players on the server than was meant for 1.12 than we need more servers, no change in the spawning mechanics.

Otherwise, before we know it, we are again having a casual easy fest and that would be the end of things.

For easy gameplay ppl should refer to WoW WoD imo

1.12 didn't have 6.5k people on a server, and making a second server is not a good idea because then we need more GMs, devs, scripting for the server, etc. More servers is just a greater workload for those in charge. Instead of maintaining one, they'd have to maintain two or more, especially if they went for the Blizzlike population numbers per server. Then you've got the issue of some servers becoming wastelands at certain times, and the raiding guilds would still stick with the server they started on unless there was a character transfer service that they could all jump on board for.

tl;dr - You're asking for more servers and all the workloads that entails when simply implementing dynamic spawning for herbs/ores would be more than sufficient.


Yes I understand. Maybe that sounds fair, as long as its based relative to the amount of ppl there are now and the amount there used to be on a WoW server in 2006.

But I have the feeling there are some things that i don't fully understand about how a private server is implemented. I see that every private server is quite different. I thought Private servers simply start of with an exact copy of the original game and then some start tuning aspects

But it seems to be more complex than that. how can it be for instance that one server has bugs where another server with the same 1.12 version does not have them?

Can someone explain me more about this please?

Thanks

Sindabad

From what I understand, not everything is included in the builds. A good chunk of scripts and such are housed in the server itself, the client requests a script to fire, the server gets the message and fires the script. The devs need to be able to put out good scripts to emulate just what the Blizzard servers had. This served two purposes: To make it that much harder for private servers to simply copy builds and create a fully functioning server with minimal effort (as prior to 2009 or so, Blizzard went after every private server it could) and two, to keep file sizes down for the users and the CDs, which meant smaller production costs way back then. Now it's mostly digital sales with some CD sales in places like Gamestop, but they still use the method of keeping some stuff strictly on the server to keep file sizes from bloating too much. Otherwise you might end up with a single expansion pack taking up say, 20 or so gigabytes (hypothetical number) instead of a more reasonable 10 gigabytes.

That explanation probably has some errors in it, but it's why private servers in general are such a pain, some stuff is kept strictly on the servers that the retail developers use and they keep it that way and as such, the private server developers need to figure out what works and what doesn't.

Some would complain that dynamic spawns for herbs/ores makes everything too easy and the devs should just make more servers, but as has been said before, that just creates too much needless work for them. It's much more difficult being a dedicated raider when you can't find the stuff you need for your consumables during a raid/dungeon, and that also impacts PvP at the endgame since some PvPers use consumables during BGs to maximize their chances at coming out on top, whether they be an alchemist or an engineer... or the crazy type who has a couple gathering alts to fuel them being an alchemist and an engineer at the same time.

The endgame raids are balanced with using consumables to help beat the bosses in the most efficient manner possible. If the nodes aren't adjusted to compensate for the much higher population via dynamic spawning, then the devs may have to consider altering the endgame to compensate by weakening the raids and endgame dungeons so players who can't get the consumables they need can come out on top and based off of what I've observed, if the devs made the game easier by nerfing the raids and dungeons, the players would be howling for blood and demanding to know why things are suddenly being made easier for casuals. Granted, the idea of herbs/ores being given dynamic spawn rates so it's more fair to everyone, not easy or casual, but fair, is being met with similar scorn by the same players.

Given my experiences with games over the years, I have trouble understanding how players on a vanilla WoW server can call a lack of dynamic spawns for herbs/ores 'challenging' or 'adding to the experience of Vanilla' when the experience of Vanilla didn't entail scarce number of herbs/ores due to a hugely populated server.
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Re: Herb spawns

by Thirsty » Sun May 17, 2015 10:13 am

And not to mention the high concentration of serious raiding guilds here. On my server during retail vanilla horde had 4 raiding guilds and alliance had about 5 or 6.
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Re: Herb spawns

by Stalk » Sun May 17, 2015 3:22 pm

Herbs definitely did not sell for 15g - 20g per stack 10 years ago. Mountain Silversage is a huge problem here. There should be a lot more nodes in the mountainous level 60 zones and especially in Un'Goro Crater.
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