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Harvesting Nodes (split)

Development of Crafting/Harvesting content

Moderators: Moldew, Jakkal

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Blackstorm
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Re: Harvesting Nodes (split)
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Post by Blackstorm » Sun Jul 19, 2015 5:33 am

+1 Jakkal, good visual ^^

It's exactly the idea and dev for information, you can find all the harvest points on the Soresha DB unless you want to run your own path ^^
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Jakkal
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Re: Harvesting Nodes (split)
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Post by Jakkal » Sun Jul 19, 2015 7:58 am

That's not comic sans! That's Badaboom BB!

I'm honestly not sure what the nodes do after someone stops. I know if you stop and sit there that the next one won't necessarily pop. I don't know if there's a set number of "always pop" nodes regardless of PC behavior. I used to sit in SOD when I was done just to test the next nodes to make sure they weren't Haelifurites, but I distinctly remember that the next in line nodes would not pop unless you did the full loop again.
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elquar
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Re: Harvesting Nodes (split)
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Post by elquar » Wed Jul 22, 2015 11:59 pm

Chello

I did an ungodly amount of harvesting of minerals and metal near three rivers.

In regard to the super rare nodes. tier 2 /3 minerals metals.

These would pop randomly , but almost always near the bugbear(can't rem the humanoid enmies here ) camps. Not sure if this was by design or just the way i was clearing that circet of nodes.


The nodes changing spawn spots: every 2 or 3 circles of a circet one or two nodes would change to different spawn location.


IN the case of the 2 circuits i did at least 100 times with 4 toons the nodes that changed location would be the ones that had a higher chance of spawning a a super rare node. metal/mineral near three rivers.

Hope this is helpful
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Kandra
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Re: Harvesting Nodes (split)
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Post by Kandra » Fri Jul 24, 2015 12:40 am

The harvesting system used to have some sort of depletion count on nodes, so the rare/ultra-rare would spawn more often if you harvested with a full group then solo. But I'm not sure if they changed that as well or not when removing the visuals for rare/ultra-rare. No I don't mean the depletion bonus that could grant you extra drops from a spawn, but how many times you had to harvest a node until the random number generator would have a higher probability to make the repop a rare/ultra-rare.
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Re: Harvesting Nodes (split)
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Post by phorty » Tue Jul 28, 2015 4:19 am

[quote="Kandra"]The harvesting system used to have some sort of depletion count on nodes, so the rare/ultra-rare would spawn more often if you harvested with a full group then solo. But I'm not sure if they changed that as well or not when removing the visuals for rare/ultra-rare. No I don't mean the depletion bonus that could grant you extra drops from a spawn, but how many times you had to harvest a node until the random number generator would have a higher probability to make the repop a rare/ultra-rare.[/quote]

I have always been curious what evidence people have to believe this other than observation which wouldn't statistically relevant even if you documented your results for 10000 hours of harvesting. I may be a skeptic, but the kinds of mechanics you are talking about would be much more complex than just a XX% rate of rare spawn. I have a hard time believing that the old devs put that much detail into coding harvesting where it would track group harvesting vs. solo and then adjust rare/ur pop rates based on how many times a group harvested the node vs. a solo player. Were you ever privy to the code itself or to a developer in the past who confirmed this is the way things worked? That would be very cool to know some of that inside info. As for the removal of visuals for rare/ur once again I have a tough time believing they did anything other than change the names in the database so that when the node spawned it had a different name and that the 3 items (regular, rare and ur) just all ended up with the same display name in the DB.
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John Adams
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Re: Harvesting Nodes (split)
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Post by John Adams » Tue Jul 28, 2015 6:10 am

[quote="phorty"]I have a hard time believing that the old devs put that much detail into coding harvesting where it would track group harvesting vs. solo and then adjust rare/ur pop rates based on how many times a group harvested the node vs. a solo player.[/quote]
I tend to follow Occam's razor as well, especially where the original developers of this game are concerned. I doubt there was nearly as much thought put into things as they turned out to "just be what it is" and people filled in the blanks; like humans creating a god of Corn because corn grew best at a given time of year I usually let conversations like this evolve, then design the system as best I see it based on the facts, and I normally ask my devs to not "over-engineer" things because we have a lot of work to do on a global scale.

What Xinux and I proposed initially is what we'll get, initially. If it has to change from there to match player experience, then we'll address it when the time comes. From everything I've read, the design we have come up with will work just fine without adding advanced trigonometry and quantum physics to the calculations.
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Jakkal
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Re: Harvesting Nodes (split)
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Post by Jakkal » Tue Jul 28, 2015 9:00 am

I think people got confused a little bit. I don't think group harvesting popped more rares and ultrarares. What it did was give you a better chance at a depletion bonus (Sometimes you got an extra ore/timber/whatever) if you have more than one person harvesting with you. For example, if you're harvesting Draconite, and you have a group, you might occasionally get a single ore of Haelifurite from a draconite node). But from countless runs for Draconite, I don't think it popped more wyrmsteel or haelifurite if I had someone hitting the nodes with me or not.
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Ratief
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Re: Harvesting Nodes (split)
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Post by Ratief » Tue Jul 28, 2015 10:26 am

I believe the way the depletion bonus worked was the every hit after 50% (or whatever the point was were if you stopped the node would be harvested) would give you a chance of a depletion bonus. The reason why a group would have a higher chance for the bonus is simply because the node takes more hits and so you have a higher chance of getting the bonus. So solo vs group harvesting is the same as far as the code goes.

I don't know, or think, that there was anything in game to do with the spawn rate of rares. They were just random. Most people don't really understand what that means though and they try to make things more complex.
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Jakkal
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Re: Harvesting Nodes (split)
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Post by Jakkal » Tue Jul 28, 2015 10:35 am

Yeah, Ratief's explanation sounds spot on.
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Blackstorm
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Re: Harvesting Nodes (split)
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Post by Blackstorm » Tue Jul 28, 2015 11:18 am

Harvesting_echo.png
Solo you can have the bonus of an extra yield but it's extremely rare, with a group, you have more chance (not too much but you have), and you can harvest more pieces from a node. Otherwise the only means to improve the harvest hits, it's with diplo buffs and wear.

If you harvest Draconite nodes, you can have draconite, maybe some wyrmsteel and extra bonus can be wyrmsteel (extra rare) or haelifurite (extra extra rare)
If you harvest Draconite nodes, you can have draconite + wyrmsteel and extra bonus can be wyrmsteel or haelifurite
If you harvest Draconite nodes, you can have draconite + haelifurite and extra bonus can be wyrmsteel or haelifurite

edit:
If i remember, poeple have favorite place because of 2 things:
- no mob in the harvest loop
- many players thought some nodes have a different drop rate.

for the second we never had the confirmation but sometime after hours and hours of harvest, you might have been convinced..
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