[Yes-Under Development] Increase Herb Spawn Rates

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Re: Increase Herb Spawn Rates

by Mang0 » Fri Jun 19, 2015 6:12 pm

keyl wrote:The reason that you're seeing more on the AH right now is because people are reset farming lasher packs in DM East. Those drop dreamfoil, gromsblood, etc randomly. If you farm it long enough you'll end up with stacks to sell.

Its damn sad herbalists themselves are farming Dire Maul mobs for herbs, something a non-herbalist can do since spawns are so bad.

C'mon devs... take another look at how you've set node spawns.
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Re: Increase Herb Spawn Rates

by Holmes » Fri Jun 19, 2015 7:37 pm

Don't spam the forum with massive pictures please.
Last edited by Pottu on Fri Jun 19, 2015 8:44 pm, edited 1 time in total.
Reason: Removed giant picture
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Re: Increase Herb Spawn Rates

by Acidx » Sat Jun 20, 2015 5:05 pm

The server has like 5 times the population of a retail vanilla server, but 1/4th of the herb spawns.

What is the logic here?
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Re: Increase Herb Spawn Rates

by Gazpy » Sat Jun 20, 2015 6:25 pm

Acidx wrote:The server has like 5 times the population of a retail vanilla server, but 1/4th of the herb spawns.

What is the logic here?

Flawless logic indeed! Oui?
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Re: Increase Herb Spawn Rates

by Holmes » Sat Jun 20, 2015 7:20 pm

Holmes wrote:Don't spam the forum with massive pictures please.

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better? BETTER???
YOU NO EDIT MY POSTS OK!!!!!!
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Acidx wrote:The server has like 5 times the population of a retail vanilla server, but 1/4th of the herb spawns.

who says that we're having 1/4 of vanilla retail spawns?
and if it was true, it would be a bug you should report.
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Re: Increase Herb Spawn Rates

by Mang0 » Sat Jun 20, 2015 9:34 pm

Holmes wrote:who says that we're having 1/4 of vanilla retail spawns?
and if it was true, it would be a bug you should report.


IIRC vanilla server cap on online players is 2,500, and we're apperently at 10,000 players. Secondly they nerfed herb spawns from stock mangos, which should be set for 2,500 players, for sake of market prices.

Viper wrote:
  • Herb and Mining node have been adjusted to balance the server economy ( this is subject to change in the future to preserve an economy as blizzlike as possible )


I don't know why they're so concerned with the market and not just making it blizzlike...
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Re: Increase Herb Spawn Rates

by Holmes » Sat Jun 20, 2015 10:52 pm

mang0 you already got the answer. if some things are not blizzlike (e.g. >2,5k players) you might ruin the vanilla feeling/experience when you're doing other things 100% blizzlike.

so if you want it as blizzlike as possible, they would have split the server into 3 servers, then they could just "simply" copy the blizzlike spawn mechanics (which btw is more complex and complicated than you probably think).

so as long as some factors are not blizzlike, you'll have to deal with adjustments to compensate these things so the experience does not totally fck up.
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Re: Increase Herb Spawn Rates

by Mang0 » Sun Jun 21, 2015 12:38 am

Holmes wrote:mang0 you already got the answer. if some things are not blizzlike (e.g. >2,5k players) you might ruin the vanilla feeling/experience when you're doing other things 100% blizzlike.

so if you want it as blizzlike as possible, they would have split the server into 3 servers, then they could just "simply" copy the blizzlike spawn mechanics (which btw is more complex and complicated than you probably think).

so as long as some factors are not blizzlike, you'll have to deal with adjustments to compensate these things so the experience does not totally fck up.


I mean they kinda already fucked it up by taking their own standpoint and basing spawns off market price.. they likely may not have had this argument at all had they never altered the spawns in the first place. By choosing to alter herb spawns they decided that it should be altered based off the community. So from here it comes down to what the community wants naturally, much less if its blizzlike i suppose, but there are 3 methods which you could seemingly argue blizzlike that i can think of:

Stock MaNGOS spawns, Ratio to population, ratio to market prices

I don't know what their method is for alter them based off market prices.. seems really grey.. but i do know at least that the spawns are awful.

Whichever option we choose, its going to not be completely blizzlike because of the population.

I just want to know more behind why people want to punish the server's herb spawns for the sake of a market. There are dozens of ways to earn gold, hell killing frostsabers for greys nets more gold. Farming dire maul for herbs and books nets more gold at this point.. So why?
Last edited by Mang0 on Sun Jun 21, 2015 1:10 am, edited 2 times in total.
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Re: Increase Herb Spawn Rates

by Hammersplat » Sun Jun 21, 2015 1:10 am

Holmes wrote:mang0 you already got the answer. if some things are not blizzlike (e.g. >2,5k players) you might ruin the vanilla feeling/experience when you're doing other things 100% blizzlike.

so if you want it as blizzlike as possible, they would have split the server into 3 servers, then they could just "simply" copy the blizzlike spawn mechanics (which btw is more complex and complicated than you probably think).

so as long as some factors are not blizzlike, you'll have to deal with adjustments to compensate these things so the experience does not totally fck up.


For blizzlike there needs to be more herbs. I played an herbalist in 2005 and everyone could afford to buy flasks and potions. People used to buy health and mana potions all week for just dungeons and whatever. Here potions are like flasks, you only take them to one raid a week and no-one even uses a flask. It's been so long i don't remember the prices maybe 20g for a flask and 5g for a mana/health potion. We sold a lot and made money from this. Here i put the same effort in and i just get enough pots for a raid and don't sell anything or make any flasks.

If there was more herbs/potions on the market, it wouldn't crash the market because more people would be able to afford to buy potions so there would be more buyers too.
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Re: Increase Herb Spawn Rates

by Freak » Sun Jun 21, 2015 12:24 pm

You should all take the current levels into consideration aswell, the majority of the Server is not even lvl 60 yet, so basically none of those guys have started farming the highlevel herbs yet, if the amount of people that are going to farm the current herbpool is going to double or even triple there are def. not going to be enough herbs for everyone.
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