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Harvesting Nodes (split)

Development of Crafting/Harvesting content

Moderators: Moldew, Jakkal

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Ratief
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Harvesting Nodes (split)
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Post by Ratief » Sun Jul 12, 2015 9:18 pm

I just felt that I should mention something about harvest nodes since you showed them as an example of to many spawns. I have done way to much harvesting in my days...

Harvest nodes are grouped and each group can only have a certain number of nodes in game at a time (normally 4, but starter areas might have had more (I know they re-spawned faster then normal)). When the server comes up, the order seemed to be random, but with patience you could get them to spawn in the order you wanted by skipping some here and there. So it seems that they used a fifo list to spawn the next node when one is harvested. Also, each node has a timeout value before it will respawn (so the fifo list can be seen to be sorted by the spawn time with the first X spawns in game).

I also noticed that if no one harvests a group for a while that the fifo would move one (and one one) spawn to a different spot. So after a long AFK you would have to get the spawn order back into the order you had.
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shargash
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Re: Content Phase 2: Initial Placements
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Post by shargash » Tue Jul 14, 2015 1:03 pm

it always seemed to me that some (relatively few) nodes were triggered spawns. For example, node X would not spawn until a particular node Y was harvested. You could do all the harvesting you wanted, but node X wouldn't be up until you harvested Y. On the other hand, if you harvested Y, then you could run over to node X and be sure it was up.

Also, it seemed that some nodes were simply stand-alone and on their own timer. These are both in addition to what Ratief described.

In my experience, it wasn't enough just to keep doing the circuit to get the nodes to spawn in a good way. I always had better luck creating a harvesting circuit by harvesting nodes in a particular order, though it would sometimes take a while to figure out the optimal order.

I always thought this was needlessly complicated for what was a fairly simple system (it should be noted that harvesting was intended to be a full-fledged sphere like crafting or diplomacy, but they ripped that out late in the beta, so maybe the complexity is a relic of the original design). On the other hand, I did like that people were rewarded for knowing their harvesting nodes.
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Xinux
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Re: Content Phase 2: Initial Placements
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Post by Xinux » Tue Jul 14, 2015 1:17 pm

I'm all for only having a certain number of resources up per chunk and then having a timer attached to the respawn rate. As a example you are the first person in a chunk that no one has mined in and there is a max number of 10 nodes up in that chunk. You mine the first node at that point a timer start's for the next node to spawn in 10 minutes. Now that timer will continue to spawn another node every 10 minutes till the chunk is back up to 10 nodes. Now the respawn location should be a random location imo there should not be a pattern to it.
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Jakkal
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Re: Content Phase 2: Initial Placements
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Post by Jakkal » Tue Jul 14, 2015 3:11 pm

I liked that harvesting would be an 'endless loop' if you knew the spawn locations/rates. That's what made me enjoy it more and made it relaxing. It was great to do while watching TV or doing something else.
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Moldew
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Re: Harvesting Nodes (split)
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Post by Moldew » Tue Jul 14, 2015 4:59 pm

Spent much time harvesting in KDQ. Once you knew a good pattern, could time it just right for respawns.
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But sometimes it makes no sense.
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Ratief
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Re: Content Phase 2: Initial Placements
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Post by Ratief » Tue Jul 14, 2015 8:03 pm

[quote="shargash"]it always seemed to me that some (relatively few) nodes were triggered spawns. For example, node X would not spawn until a particular node Y was harvested. You could do all the harvesting you wanted, but node X wouldn't be up until you harvested Y. On the other hand, if you harvested Y, then you could run over to node X and be sure it was up.

Also, it seemed that some nodes were simply stand-alone and on their own timer. These are both in addition to what Ratief described.

In my experience, it wasn't enough just to keep doing the circuit to get the nodes to spawn in a good way. I always had better luck creating a harvesting circuit by harvesting nodes in a particular order, though it would sometimes take a while to figure out the optimal order.

I always thought this was needlessly complicated for what was a fairly simple system (it should be noted that harvesting was intended to be a full-fledged sphere like crafting or diplomacy, but they ripped that out late in the beta, so maybe the complexity is a relic of the original design). On the other hand, I did like that people were rewarded for knowing their harvesting nodes.[/quote]

I have seen where some groups are spread out so far that they overlap. I think what you might have found is a node that only spawned when someone else just happened to start harvesting the other group. I didn't notice that for years as 99% of the plants are grouped very tightly. I only noticed such things when I started harvesting metal/stone.

To change the order you could only skip one node per circuit. You had to be very careful to skip the correct one too, if you didn't pick the right one it could make things even worse.

All of that beta harvesting stuff is still in the game (attributes and such), They just don't seem to be connected to anything anymore, but they are still sent to the client.

The reason why I'm so knowledgeable about this is because I was in the top 5 of the most used items in game (so said the old vgplayers). I can only imagine that it went up as I made most of the bags used in game over the last 2-3 years of the game (at least a great many of them). I've literally gone through over tens of thousands of vielthread bales (I kept an alt with 50+ stacks at all times).
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Ratief
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Re: Content Phase 2: Initial Placements
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Post by Ratief » Tue Jul 14, 2015 8:07 pm

[quote="Xinux"]I'm all for only having a certain number of resources up per chunk and then having a timer attached to the respawn rate. As a example you are the first person in a chunk that no one has mined in and there is a max number of 10 nodes up in that chunk. You mine the first node at that point a timer start's for the next node to spawn in 10 minutes. Now that timer will continue to spawn another node every 10 minutes till the chunk is back up to 10 nodes. Now the respawn location should be a random location imo there should not be a pattern to it.[/quote]

I'm not sure that would be good, there are hundreds of each type of node per chunk and something like that would have you running all over the chunk harvesting multiple tiers of nodes just to get what you want. The node tiers generally stay around the area of the same level of adventuring. I think VG had roughly 100 groups of nodes per chunk, though some like SS had maybe 10 tier 6 groups.

I really hate the idea of random spawns too. That will literally kill crafting as no one will have the materials to craft anything. I already spent 3-5 hours every week harvesting to get what I needed and I knew where to go.
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Xinux
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Re: Harvesting Nodes (split)
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Post by Xinux » Tue Jul 14, 2015 8:38 pm

Main thing i just don't like the idea of knowing which and when nodes will spawn. To me there should be some randomness to it.
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Ratief
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Re: Harvesting Nodes (split)
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Post by Ratief » Tue Jul 14, 2015 8:44 pm

I understand why you want that, but to me that will prevent me from ever harvesting/crafting as I don't have time to spend running around in circles in the hope that I might find a node to harvest. I didn't mind the randomness that VG had because after 10 minutes or so you could turn it into a nice circuit to harvest, but if I'm spending 75% of my time just running in circles then I have no desire to do it. To me harvesting (at least on my scale) took far to long as it was. This is just my opinion though.
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Jakkal
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Re: Harvesting Nodes (split)
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Post by Jakkal » Wed Jul 15, 2015 8:15 am

I definitely agree with Ratief there. It's especially important for boats and houses when they need 100+ materials.
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