[Yes-Under Development] Increase Herb Spawn Rates

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Re: [Pending] Increase Herb Spawn Rates

by Mopar » Tue Nov 03, 2015 1:12 pm

Very difficult to add brand new spawn points into vanilla. This would require quite a lot of very careful editing. It's much easier to just increase the spawn rate for the fixed set of spawn points that exist.

While I like the idea of adding more spawn points, it's not a practical solution.
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Re: [Pending] Increase Herb Spawn Rates

by Melopahn » Tue Nov 03, 2015 5:38 pm

Im jumping in on this.

A truly Blizzlike server would need to population cap like a blizzard server did, the numbers on herbs and their respawn were designed around that server cap. As it stands now were running with roughly 4x more online at all times and a total player base thats well past the 10x the limit mark of a true blizz server in vanilla.

As AQ40 and Naxx come out Flasks become a necessity, at this rate all the flasks being made have to be hoarded so we can run these raids on release, once we burn through those flasks there will never be enough flasks again. Each flask requires a black lotus its safe to say that between all the farmers on the server roughly 10 black lotus can be farmed an hour (this assumes that each node is camped by 1 person waiting for that roughly 70 minute respawn) Further a truly blizz like server means there is 1 black lotus spawned at a time per continent. My goal is to see this content in full but at this rate its starting to look like a fever dream. The price for herbs probably wouldn't even drop but suddenly everyone would be able to rely on the fact that their farming to be "Raid ready" wouldn't go to waste.

As it stands this isn't just a matter of farming but a matter of being able to complete the content that people want to do and see. The spawn rates should be 4x, not more nodes just faster respawns of the nodes that exist. It will "suck" for the quick gold but in the long run it will ensure more players are able to enjoy the content to its fullest.
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Re: [Pending] Increase Herb Spawn Rates

by Lorilay » Tue Nov 03, 2015 7:26 pm

Mopar wrote:Very difficult to add brand new spawn points into vanilla. This would require quite a lot of very careful editing. It's much easier to just increase the spawn rate for the fixed set of spawn points that exist.

While I like the idea of adding more spawn points, it's not a practical solution.

Nostalrius already has very different spawn points than vanilla. For example, there's a bunch of places with weird clustered herb and mineral spawns.
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Re: [Pending] Increase Herb Spawn Rates

by zmandude24 » Tue Nov 03, 2015 11:55 pm

You can even nerf all raid boss hp by 10% and remove dps flasks from the game at this point.
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Re: [Pending] Increase Herb Spawn Rates

by Dusith » Wed Nov 04, 2015 3:37 am

Of course the price on herbs will drop, if they increase spawn rates. Just look at dreamfoil this weekend, when it was AV weekend.

I dont see any valid reason to make such a big change to the economy, because this will really not favor guildbanks and players who prepared themself for raiding.
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Re: [Pending] Increase Herb Spawn Rates

by Robotron » Wed Nov 04, 2015 5:16 am

Dusith wrote:Of course the price on herbs will drop, if they increase spawn rates. Just look at dreamfoil this weekend, when it was AV weekend.

I dont see any valid reason to make such a big change to the economy, because this will really not favor guildbanks and players who prepared themself for raiding.

Then you are absolutely pants-on-head retarded if you think 100g+ Flasks and 40-45g for a stack of fucking Plaguebloom is reasonable.
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Re: [Pending] Increase Herb Spawn Rates

by Dusith » Wed Nov 04, 2015 5:26 am

People seem to be shocked this would happen, thinking the prices we saw pre-bwl+inflation would stay at that level.

Its basic economy that prices will only go up from now, and thats perfectly reasonable in my opinion. Its the people who have to adapt, use less consumeables or learn to farm gold.
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Re: [Pending] Increase Herb Spawn Rates

by Robotron » Wed Nov 04, 2015 9:01 am

I'm not shocked. I knew this would happen. I also know Flasks will be 300g+ when Naxx hits if something isn't done. Using less consumables isn't an option at that level, and it will take an inordinate amount of farming to get enough consumes for just a few hours of raiding.
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Re: [Pending] Increase Herb Spawn Rates

by Odomiah » Wed Nov 04, 2015 9:58 am

People have to understand one thing and that thing being is - raiding was always expensive business in vanilla wow.
However, just a peak in AH with slight usage of your IQ potential leads to conclusion that you must give up your entire life to devote yourself to a game in order to clear stuff.

As herbalist I see my profit here but as community member I see a problem.
Each PULL costs more than entire gear set in wotlk lol.
What happens if raid wipes few times?
How long will it take to farm up consumables again?
What happens if someone spends his entire free time farming up stuff and finds out that someone else/few other guys couldn't make it, thus leaving entire raid schedule postponed?
How long will it take until people start pointing fingers at each other?
Why do people have do that in firstplace? It's a game, it's meaningless!

I'm not saying this problem can cost Nost some population drop. Raiding guilds are here and they will stay, roots are layed, cores are made... maybe one or two guys will eventually give up and re-roll somewhere else but we won't see major population flop cuz of this.
However, overall experience and pleasure of raiders will suffer greatly.

With everything above stated I am still strongly against increasing spawn rates because it won't fix a problem for big part of population. You will still have to go to same spots and camp them even harder now to get that damn herb. because someone who has more time than you will be there all the damn time, preventing you to get it because... well... he can. "More herbs for mehh yeee :P"
Adding nodes to a few more spots in same zone will actually spread farmers a bit and allow them to get blizzlike FEELING of a game by getting needed amount of herbs in reasonable amount of time.

It's no science. There is just enough herbs to make it work for 3k people online, but if Nost ever drops to 3k online thats gonna be considered low populated server by standards we see now.
The higher I go with my gathering skills the more problems I have skilling it up.
I don't even want to think how it feels to be responsible for preparing consumables for your guild raid.
And it shouldn't be. It shouldn't be faceroll-ish farm, but it shouldn't cost a damn fortune to just pull one or two bosses.
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Re: [Pending] Increase Herb Spawn Rates

by Lazrwulf » Wed Nov 04, 2015 4:21 pm

pomfittes wrote:
softclocks wrote:Its a real point of contention. Increased spawnrates would be another departure from blizzlike, but given that the population is already 3x it might bring the game closer to blizzlike vanilla...


Thats what people say, it wont be "blizzlike" - BUT we have 6000 active players ( ish? ) and blizz is 2-3k - so doubling the spawn time would actually be blizzlike. Dont mistake me, i started here because i wanted blizzlike, but its just logic to have greater spawn-time with alot more people 8-)



this....1000 times this. the population isn't blizzlike it's almost trippled.....it only makes sense to make the materials match that.
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