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Old 03-20-2007, 07:40 PM   #1 (permalink)
Odball-1
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Limit on resources removal

I ask that the limit placed on any 1 node for a solo harvester to gather that is, 27, be removed, and the only limit for a harvester be that of their skill relative to the node, and their tool used to harvest.
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Old 04-07-2007, 09:21 AM   #2 (permalink)
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Re: Limit on resources removal

Still bugged over this issue.

I want to be able to harvest the complete timer on the resource node, and get something every swing not just the first half the bar, and then just running through the animation for the remainder once I hit 27 resource units.

Either tune hte timer bar so it stays in check with the harvest rate, or let us keep getting resources until the timer completes.

Maybe put in a special check ot allow for 2 % chance to hit a rare (dust, powder, resource, anything) once you hit the 27 mark, and still have a half bar of timer left to go.
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Old 04-22-2007, 08:47 AM   #3 (permalink)
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Re: Limit on resources removal

Totally support - what's the point in getting better harvesting tools/gear if there is this cap that makes you just look at the progress bar. Make the harvesting faster then once you reach the cap if you dont want to let us harvest the full way our skill and gear allows.
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Old 04-22-2007, 09:55 AM   #4 (permalink)
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Re: Limit on resources removal

There is a limit? That is really silly. Not a good idea. There should be no limit. The better gear and the better you are, the more you should get. Plain and simple.
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Old 04-22-2007, 03:22 PM   #5 (permalink)
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Re: Limit on resources removal

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Originally Posted by Darkmoore View Post
There is a limit? That is really silly. Not a good idea. There should be no limit. The better gear and the better you are, the more you should get. Plain and simple.
Yes, there are limits. Game design is all about limits. Game designers add limits all the time to make the world work the way they think it should.

In this case, without the limit, a tier 4 character can go back and pull tons of resource out of tier 1 nodes, which will affect the market for tier 1 resources by making it harder for tier 1 harvesters to make money on harvesting.

It might have been better if they coded things so that the limit wasn't so obvious (by deciding how much you can get and slowing the gain so you run out of time at the limit).
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Old 04-22-2007, 04:01 PM   #6 (permalink)
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Re: Limit on resources removal

i dont think they should get rid of it, but i think they should raise it, right now harvesting clothes arnt important because if you have the best tool you hit the limit anyway.
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Old 05-10-2007, 09:52 AM   #7 (permalink)
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Re: Limit on resources removal

You must keep in mind a few things,

The harvesting system needs to have a limit per node and I feel 27 units is a fair amount for a solo harvest of a node. Otherwise it would compromise the group harvesting system and the value of having harvest parties.

Also could you imagine being a T5 miner for example harvesting a T1 copper node and getting resources for the extent of the timer (Using mithril tools & T5 harvesting clothes) that would be just silly, you would abtain close to 20 odd ore from one node which would have a dramatic effect on the value of a resource and at the end of the day adversely effect the game economy.

The way to solve your problem if you dont like clicking end harvest is write a macro, say place it on the = equals key with /endharvst /lootall in it.

The only value for letting a timer run to the end when harvesting a node after hitting the 27 solo unit limit is the possibility of a depletion bonus which on occassion rewards a rare. (Not exactly sure of the drop rate on these but I know if you look in the test notes this value has been increased).

Take Care,
Shadowsniper

Last edited by Shadowsniper : 05-10-2007 at 05:29 PM.
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