I’d like to bring up an issue i feel blizz has overlooked, as mega servers are indeed massive , breaking all previous measures of server size, it seems to me that the respawn timers of nodes and open world gathering related things have not been updated enough to reflect the massive demand that a mega server brings.
As you all already know, if the supply is limited then it is prone to being camped by dedicated farmers or in some events bots , which in turn feeds back into inflation and the reason players feel they must acquire more gold ( often through not standard ways) which feeds back into the issue of normal players not wanting to bother with gathering as it is a waste of time which further increases the demand on gold.
The economy in it’s current state in classic is inflated beyond imagination and it is largely due to several factors ( obviously including gdkp) but also the state of the AH which feeds back into professions.
As of right now, I am attempting to level mining on one of my alts and I must say it is proving nearly impossible to do so as a large majority of players are doing that as well.
I do not feel it is acceptable for servers this size to not have dramatically increased respawn rates on nodes that are unable to keep up with the demand of players who are actively seeking said nodes.
In the past, blizzard’s fear of breaking the economy by limiting gathering resources is no longer applicable to servers of these sizes, in fact, sticking to the old ( even by classic 1.0 standards) respawns is still underwhelmingly low.
I would highly advise the respawn rate be changed to dynamically respawn based on players present in a zone ( as many pservers did).
You do know that each layer have their own spawns of nodes right? So they have already dynamical increased the spawns of all the gatherable materials by having layers, I wouldnt hold my breath for blizzard to do any other changes that favor the mega servers seeing as they seam to think that they are to much of a problem for what they are worth already
I’m well aware and i’m saying it’s not enough, it should be dynamic based on amount of players in a layer.
That won’t be the case , node spawn rate should be based on amount of players picking nodes in a zone within that layer, if u have 5k people trying to pick all nodes then increasing the respawn timer significantly should be the case.
In basic economy the higher the demand the higher the price if the supply doesn’t meet it, if a server of 40k+ can’t get enough ore then u’ll have AH prices be incredibly high in the first few weeks, then as people quit the ore prices drop to what they would be if the spawn rates were increased to meet the demand at the start.
There is no downside to dynamic respawns and no counter argument to deny the fact that people actually need it desperately these days.
I don’t see how u could disagree with this basic thing unless u are a goldseller planning to abuse the system to make money.
All I’m saying is, current layer node spawn is too scarce for the current demand, I’m sure you probably haven’t tried it recently or you would see my point, in some areas finding a single node is as rare as a black lotus back in classic 1.0, it is truly unbelievable how high the demand currently is.
This is all attributed to all top tier profs for both pve and pvp being mining based, I feel it will be a real problem at launch as queue times will also be unbelievably high and people will chew through zones like a locust through a field.
I do think so and i’ve actually seen it happen during my playtime.
Example A: Nightmare vine in Blade’s edge mountain.
There are only 6 spawns there, Whenever consumables were in high demand not botters but clearly players whos only goal is to RMT (full green/blue BOEs) were camping the nodes. But once the demand slowed down and prices fell from 3g to 2g those players disappeared.
Example B: Terocone picked from killing Infested Root-Walker in Terrokar.
Players who are also clearly not real players were camping their spawn locations but once the demand for terocone died a little they all left.
The thing is with these farms is it requires many accounts, Not just one and if you’re using 4 accounts to only make 200g/hr in total then they’ll just look into something else.
You could always also chose to not play on a mega server, you know like blizzard wants you to do, they made it fairly clear that the mega servers are not what was intended and that they want people to transfer away from them, on the non mega servers prices still are fairly high at the start of a expansion to later when people dont need to level their professions go down to a stable level for the most part. Seeing as that change would only matter to the servers that blizzard want people to transfer away from so people get a more stable experience I would still not hold my breath for them to change it, allthough for me and for about half of the games population here in europe it wouldnt change a thing to have that system.
Although I agree with you, I feel the more we move forward the less likely we will encounter non-mega servers.
Even mograine which was supposed to be a dead realm is now full and will be locked soon.
Blizzard have made it clear they wish to avoid adding more servers so that no dead realms ever happen again, this can only result in mega servers as players also gravitate towards them.
I play on a locked realm and when playing the characters I do see quite a few nodes. When farming you will notice less of them. I think the balance of availability is about right now.
Nodes spawn in a random location from a pool of locations when gathered, so standing on one node is not a very effective way anyway, this is not New World.
Agreed, best plan is to install gathermate2 with a good database and plot a path that takes in as many nodes as possible and follow that path over and over (until bored, or bags full)
They do have a system that has a similar effect. However so far as I can tell it’s not implemented everywhere (or even in any logical plan). Essentially sometimes they have a setup to have a minimum number of spawns, either specific creatures/or clickable objects or a group of them. Sometimes that’s the case but you can’t see it because the total is spread across a wide area and there’s maybe 2-3 “somewhere”. In that case there is usually at least a couple up at any time. But there’s a lot of places where this system isn’t implemented (most of STV it seems) and it’s a bit annoying, yes.
I’ve no idea why they did it so half-assed. Maybe this was how it was in retail too? I don’t know.