Gathering Changes in Patch 8

    • Gathering Changes in Patch 8

      We asked the community for feedback on the State of Gathering after Queen. And due to your feedback we made the following changes:


      Resource Distribution

      A big part of your feedback was about clusters not offering enough resources. Big Nodes vs Small Nodes is a bit more divisive. Also depending on playstyle and location. The way we see it, we want to push more big nodes again, as these are really rewarding and make attractive to conquer high tier zones. But we also want to enable players to go there and sneak some resources away and make T7+ gahtering a bit more inclusive. To achieve this we will rebalance the resource distribution to in general have way higher respawn rates. To have less downtime of overfarmed gathering clusters, without flooding the economy.

      So in the next patch we will make the following adjustments:
      We increased the amount of T6, T7 and T8 in the world by 20%.
      We reduced the amount of nodes for T7 and T8. This allowed us to increase the respawn rate for these nodes drastically. This means T7+ nodes are more sparse, but when you find one it is much more likely to have charges.
      Also the likeliness of a node being a big node has been increased significantly.
      Detailed Breakdown of the changes:
      • General Changes to Tier 7 and Tier 8 Nodes
        • overall amount of Tier 7 and 8 spawning in the world has been increased by 20%
        • small nodes now charge up again as they did before
        • ratio between big to small nodes had been changed in favor of big nodes
      • amount Tier 8 nodes in the world reduced by 75% but in turn increased respawn rate tremendously
        • big nodes (27 charges) have their respawn rate increased by about 200%
        • small nodes (2 charges) have their respawn rate increased by about 500%
      • amount of Tier 7 nodes in the world reduced by about 50% but in turn increased respawn rate tremendously
        • big nodes (23 charges) have their respawn rate increased by about 180%
        • small nodes (3 charges) have their respawn rate increased by about 290%
      • Increased the amount of T6 nodes in T8 clusters by 100%
      • Increased the amount of T6 nodes in T7 clusters by 33%
      • Chance for Tier 7 and 8 animals to drop a cub has been adjusted accordingly


      Safety
      You also had a lot of feedback regarding safety after Queen.
      With the last patch we already made an adjustment to the portal clusters, to improve the situation in regards to portal ganking. In general we percieve the safety for players from cities and mid-core guilds has went down since Queen. We will likely make more adjustments in this regard. And are also interested in your feedback about these topics.

      Internally we have been discussing the following possible future improvements:
      • Add some form of Siege Camp chests in a few clusters close to city portals. So players can bank some gear in between (both gatherers and gankers could so be incentivized to play further away from portals)
      • Add a few clusters in the outer ring of the Outlands to have the city population spread out a bit further
      • Improve safety of some non-speed mounts
      But nothing is set in stone yet and we are also interested in your feedback about the safety topic.


      For now we hope the new resource distribution and portal adjustment will improve the state of gathering for many players.

      Cheers,
      Retro
    • Great adjustments for gatherers, hopefully this will make it rewarding again.

      Regarding safety in the BZ - personally I'd like to see more warcamps as they also benefit solo players and add hotspots for player contact. I strongly disagree with adding more clusters from a small scale player perspective as its really hard to find any open world or dungeon/dive content in the BZ compared to the RZ, it would just give even less incentives for small scale to try to find some action. (Just to clarify, i dont consider ganking random people passing by with 5-10 people as small scale content)
      What are non-speed mounts? Only horses and donkeys or transporting mounts or battle mounts? If you plan on buffing transporting mounts, I generally dont see an issue with that unless it makes it too easy to get goods out to the outlands.
    • More zones sound cool to me! :) I also think hideouts need to change, to make them easier for smaller guilds to place and keep. The more independent players that can base in various zones in the Outlands, the more content there will be for everyone, gathering and otherwise.

      The other problem I see with gathering is that making it pay still requires transport to a realmgate. Maybe that will change over time, but even with access to all precursor mats and refining stations, the refining bonuses in the Outlands are still far worse than refining in the Royals.

      If Outlands refining bonuses were put on par with the crafting bonuses, I could see prices for raw mats rising at the Outposts, which would help gatherers.
    • I'm not sure about adding more zones. More so perhaps moving the portals a bit further in, 1-2 zones perhaps? So there really is space to go all directions.

      It seems to me that portal ganking still exists, although the situation is not as dire. But sometimes a guild would occupy one zone where 1-2 exits of a zone will lead to, and catch most of the solo players.

      As for warcamps: I'm all for it! I can't really plan long trips in the black zone, because I know that I have to travel 7-8 zones, and getting ganked without having a chance to dump my stuff somewhere is just plain discouraging. But then the zones around the portals are where most of the people are, and ganked the most often.... Warcamps would definitely spread people out a bit more.
      Developer by day, gatherer by night.
    • itslikecsaki wrote:

      It seems to me that portal ganking still exists, although the situation is not as dire. But sometimes a guild would occupy one zone where 1-2 exits of a zone will lead to, and catch most of the solo players.
      That's not portal ganking, that's just ganking. And it is vital for the economy of the game. Not to mention it's a major feature of a Full Loot Sandbox PvP game.
      There is more than adequate protection for players right now, there needs to be no more action taken, or we'll move towards the extreme opposite direction whereas there will be not enough PvP activity and with the new gathering changes, the market will crash driving off masses of people since it just won't be worth it grinding hours.
    • TheGreek wrote:

      And it is vital for the economy of the game.

      While ganking does trash items, it also depresses activity: the more successful ganking becomes, the more the risk/reward equation fails for players, and the less gear they will risk.

      This is like a casino charging a massive entrance fee, trying to compete against the casinos that lure people in with free stuff and easy wins. :)

      ZvZs, on the other hand, trash an incredible amount of gear (I've lost far more gear in ZvZs than anything else). I'd love to see how trashing from ganking actually stacks up to trashing from ZvZs.
    • Roccandil wrote:

      TheGreek wrote:

      And it is vital for the economy of the game.
      While ganking does trash items, it also depresses activity: the more successful ganking becomes, the more the risk/reward equation fails for players, and the less gear they will risk.

      This is like a casino charging a massive entrance fee, trying to compete against the casinos that lure people in with free stuff and easy wins. :)

      ZvZs, on the other hand, trash an incredible amount of gear (I've lost far more gear in ZvZs than anything else). I'd love to see how trashing from ganking actually stacks up to trashing from ZvZs.
      This is perfect, then.

      If there is little to no gank, people will bring better gear and suffer more of a loss when the gank eventually happen.

      If there is too much gank, people bring shit stuff and the gankers start leaving since it's not worth the time to gank.

      I'm not against stack trashing per assist, though.
    • War camps addition is a must - there is very few war camps and that´s a big problem.

      The way it is right now, queen made gathering in black zone basicly zero risk high reward. Before queen, i had fun gathering and killing gatherers while i was at it. Now ? It is extremely tough to kill gatherers. Before queen, there was only territory ( and castles possibly) where gatherer could hide. That meant that let´s say one corner of a map was safe ( unless of course you bring more people with cc to one shot him or whatever - but that only works if gatherer is blind and wont notice others), but now? Hideouts are in every corner of a map. It´s next to impossible to die as a gatherer as long as you know what you are doing. It is Zero risk. On top of that, you can just deposit resources right into hideout so that´s even less of a risk. Those that have hideouts in the zone have it really easy - and if they see other gatherers or gankers, they can just go to hideout, grab ganking gear, and kill them.

      But now ..... what about those people that dont have hideouts or arent in big alliance ? Well, those people have no incentive to go deep into black zone. There is no point to it, as one won´t even be able to profit even if it was rather safe. Why ? Because there is very few war camps in BZ now, and if you go gather resources in let´s say t7/t8 zone, you will soon be full on weight - and you want to deposit the resources. But if war camp is 4-5 map away, it heavily cuts away profit by spending more time travelling - usually it´s safe, since zones are relatively empty, but it´s a god damn chore anyway. Hell, i tried gathering in one t7 zone and i was really annoyed that i have to run like one map and half to deposit my stuff to warcamp. It´s just not fun. And if warcamp is more than 3-4 zones, there is no point for gatherers to even go there - as it just won´t pay off, and it is a chore.

      So the situation as it is now is this : Those with hideouts deep in BZ have gathering as a zero risk high reward activity because gankers won´t bother with them ( as hideouts are everywhere) and gatherers outside of guild / alliance wont be there as well, as they don´t have means to effectively deposit resources. And that´s a problem.

      Before queen, you had warcamp in t7 / t8 areas - it was great, there were all kinds of people even from far away. But now without a warcamp, those zones are dead. Black zone is now rather empty and safe zone, as people now lurk in red zone, hungrily looking for content - as it´s just not fun running in black zone for hours to barely encounter anyone. There simply is no incentive to go to BZ unless you have means of storing loot / resources. Even people who do solo dungeons want to store items, so unless there is warcamp nearby - they just won´t go there.

      More warcamps would only help the game.
    • Good Evening

      Dear SBI + Game Developer :

      this Game is worst to play right now , idk why you guys make this game like this ? let think about it , if you lose player and then everyone play other game . How is end of the day ? DEAD GAME
      so please think about it . make us player enjoy the game . more profit to you right ?
    • I think more WCs are needed AND more spread out additional realm gates from each city. If you continue to refuse to add additional realm gates then allow geared fast travel to the BZ cities for another option to get deeper into BZ. Current design is a hindrance to activity due to lack of storage, heavy travel time, and no access to stations for non zerg players if you choose to go deep in BZ. Also add stations etc to BZ cities since your HO system unfortunately failed hard.
    • Why everytime you ''improve'' t7 gathering , it seem like i see less of it on the map. At the release of queen i could literrally spend 1 hour in a zone killing rhino and gathering t7 , This morning i just scan 3 t7 map and see 0 t7 hide. Can't you just roll it back to how it was at queen lauch ? I feel now its just about who is the lucky one that log in at the right time , clean it and zone is dead for 1-2h after. Its maybe good for those who enjoy gathering diffenrent kind of ressource a same time , but for those like me that enjoy to focus on only 1 ressource , that make it really borring and punishing right now.

      The post was edited 1 time, last by Headquake ().

    • Headquake wrote:

      Why everytime you ''improve'' t7 gathering , it seem like i see less of it on the map. At the release of queen i could literrally spend 1 hour in a zone killing rhino and gathering t7 , This morning i just scan 3 t7 map and see 0 t7 hide. Can't you just roll it back to how it was at queen lauch ? I feel now its just about who is the lucky one that log in at the right time , clean it and zone is dead for 1-2h after. Its maybe good for those who enjoy gathering diffenrent kind of ressource a same time , but for those like me that enjoy to focus on only 1 ressource , that make it really borring and punishing right now.
      Today, i got a brutal amount of nodes everywhere - if you were 2 hours or 3 hours after maintence trying to gather, no wonder you didnt find anything. It´s peak time for gatherers to gather, and then it´s a waste land for some time. Dont blame sbi there - this one is on you
    • Imo camps should be implemented in yellow and red zones as well. Lots of them. Would be nice to ff/gank/gather in red zones too but where to store? I think travelling should not be something that one does multiple times a day, nobody wants that, but really something one does every once in a while. This is good for pvp as well because everyone is running around carrying lots of stuff.

      Also I wanted to say that I so far like the gathering changes, especially the mount weight thing. Really good!
    • People are unable to see now since they are hyped but its 2x harder now to gather high tier resoruces due to lack of nodes ,

      Yes they will spawn fast but instead of 100 nodes in 1 spawn they are spawning now 25 on t8 50 on t7, so the meaning of this , people have to stay in the map and wait for hours to get full inventory,

      Yesterday and today , on the map which i was since the queen release , i cant even full my inventory , so instead i have to go back wait couple hours then come back to fill my inventory,

      Get ready to see high prices in high tiers fellas..
    • Retroman wrote:


      • Add a few clusters in the outer ring of the Outlands to have the city population spread out a bit further

      Please God no. The last thing we need in Albion right now is social distancing. The Invisibility Shrines already made Portal Zones basically empty and pointless. Adding more clusters to an already to-spread-out Black Zones map would only make the pocket huddling worse. If players want to safely gather in the black zones they need an equal dose of risk vs. reward.

      Honestly, you messed up with the locations of the portal clusters. Putting them 1-zone away from each other basically accomplished nothing, might as well have just 1 portal zone. Using the 'East' or 'North' Portals don't really put you in the 'Eastern' or 'Northern' part of that region. It's basically the difference between taking door number 1, 2, or 3, where they all lead to the exact same place all from the same highly-trafficked routes.

      How about spreading the 3 portal zones further apart - putting the 'Eastern' and 'Western' portals equal distance to the adjacent city's peripheral portals as they are from their central portal. <- THIS is what would have helped curb the constant portal camping since gank parties could so easily just move from each portal to the next cutting off all avenues of approach. Plus this puts portal zones closer to a variety of timezones as well, meaning certain portals would be more frequented by for example early EU players - allowing gatherers and gankers to play more cat-and-mouse during that portal's "off-hours".

      And as for adding Warcamp chests - this wouldn't be necessary if you had a better access priority system with hideouts, allowing hideouts to be public while also denying access to specific guilds/players/alliances. Right now, its near impossible (but there's a whole other thread on that topic that for weeks has gone ignored).
      My point here is that by making gatherers have to interact with guilds who have hideouts in the region they wish to gather in, you create more interaction and content, so gatherers can, for example, pay tax or whatever in order to gain safe access to another guilds hideout, etc. Right now its basically a marathon for solo gatherers to run out to the black zones, gather, and pray they make it back to the portals. Meanwhile the big guilds/alliances hoard all the major gathering zones and world bosses so no one else can even get a shot at them.

      Spread the portals, don't just add more clusters. That alone would fix this particular problem.

      Oh and when you do that - make each portal zone have 4 gates, and take away the stupid content-cucking invisibility shrines. They are such a bad band-aid for a broken leg.
    • I do not fully understand what they mean by "Add a few clusters in the outer ring of the Outlands to have the city population spread out a bit further". If this means add even more tiles to that BZ that would be a hard no the BZ is already far to big and most zones go completely unused as is. Also they could add 90 zones to the BZ and the people in the Royal cities still will not come out. The amount of zones is not the problem it is the painful mechanics for all non zerg guild players.

      • You should have 5 or 6 spread out realm gates per Royal city similar to pre Queen. Unnecessary time needs just to get to content is a huge no no in this day in age. It also accomplishes nothing to need to run 8 zones except piss people off. And yes if you did this you could probably remove the band aid invis shrine thing.
      • HO's are garbage and only for zergs. Add stations to BZ cities to make them legitimate places to live for other majority of your population that does not want to or should have to bend the knee to zergs just to play the game.
      • Add about triple the amount of WCs you currently have in map. Once again it is not fun to run 6 zones to get loot and immediately need to run 6 zones back again to drop off because you are full.
      • Add more content for small groups to do. The road map has some nice stuff listed which is a good start. Think about revamping roaming mobs, hidden treasures, and mob camp chests since that is dead content now.
      If you make it a little less painful just to actually play in the BZ more people will finally venture from the overloaded Royals to play there and most likely even be ok being killed a few times. Being killed is just 10x more frustrating for your game population if it happens after they had to run 7 zones just to get somewhere.