Gathering Changes following the Treasure Rework

    • Gathering Changes following the Treasure Rework

      Hi everyone,

      In this post, I want to introduce the changes coming to resources.

      Treasure Resources

      With Lands Awakened we will introduce so-called Treasure Resources. Those treasures will replace the old Tier 7 and Tier 8 Big Nodes. Treasure resources will also be available on Tier 5 and Tier 6.

      They will always spawn with a full 30 resources per resource node and not only that but their chances of being enchanted are highly increased.

      But trying to gather those resources comes with a risk. As their positions are visible on the map, other players might be out to claim them first or even use those spots as bait.





      Changes to Small Tier 7 and Tier 8 Resources Nodes

      Tier 7 resource nodes will have up to 9 resources per node instead of 3 and Tier 8 resource nodes will have up to 11 "ticks" per node.

      This on its own isn't too big of a change, but in addition to this, their initial amount of resources is randomized. That means there is a chance for such a node to spawn with full resources!

      This change should decrease the number of nodes with only 1 charge tremendously but in turn, their respawn is somewhat slower.



      Guardians - a Mammoth in the Forest?!

      Resource Guardians in resource hotspots can now be of any of the available resources in this zone. That means, for example, you might find a Wood, Hide, or Rock Guardian in the Forest resource hotspot. In the picture below you can see the icon for a Rock Hotspot in the Highland Biome and the Ore Colossus that spawned there.



      The post was edited 4 times, last by LoneQuokii ().

    • Changes to Small Tier 7 and Tier 8 Resources Nodes

      Tier 7 resource nodes will have up to 9 resources per node instead of 3 and Tier 8 resource nodes will have up to 1 "ticks" per node.

      This on its own isn't too big of a change, but in addition to this, their initial amount of resources is randomized. That means there is a chance for such a node to spawn with full resources!

      This change should decrease the number of nodes with only 1 charge tremendously but in turn, their respawn is somewhat slower.


      what does this mean?
      Embrace the Risk Vs Reward. Do not deny it
      For it will only bring you pain

      #RiskVSRewardCult

      Currently aiming for 120 on all Armors related to Morningstar Build
    • Guardians - a Mammoth in the Forest?!

      Resource Guardians in resource hotspots can now be of any of the available resources in this zone. That means, for example, you might find a Wood, Hide, or Rock Guardian in the Forest resource hotspot. In the picture below you can see the icon for a Rock Hotspot in the Highland Biome and the Ore Colossus that spawned there.


      That means there are gonna be more mammoth calves into the game? Great change!
    • Resources that are shown on map

      Low tier t5 and t4 enchanted resources shouldnt be shown on map, why? Those resources are not valuable for gankers or fighting groups at all. By showing them where enchanted resources are you re just discouraging people from grinding gathering tree which is one of the worst to grind its hard to find any resources.
      Also i suggest the following:

      6.3 shown on map
      7.2 and 7.3 shown on map
      8.1, 8.2, 8.3 shown on map

      let gatherers live for god sake
    • The_Support_God wrote:

      Changes to Small Tier 7 and Tier 8 Resources Nodes

      Tier 7 resource nodes will have up to 9 resources per node instead of 3 and Tier 8 resource nodes will have up to 1 "ticks" per node.

      This on its own isn't too big of a change, but in addition to this, their initial amount of resources is randomized. That means there is a chance for such a node to spawn with full resources!

      This change should decrease the number of nodes with only 1 charge tremendously but in turn, their respawn is somewhat slower.


      what does this mean?
      It's not 1 but 11, i checked it
      Albion n'est qu'un jeu.
      Squick squick :3
    • NFlorin wrote:

      Guardians - a Mammoth in the Forest?!

      Resource Guardians in resource hotspots can now be of any of the available resources in this zone. That means, for example, you might find a Wood, Hide, or Rock Guardian in the Forest resource hotspot. In the picture below you can see the icon for a Rock Hotspot in the Highland Biome and the Ore Colossus that spawned there.


      That means there are gonna be more mammoth calves into the game? Great change!
      Good question!
      There are also other leather bosses. It doesn't have to be a mammoth. The lizard from the Roads, for example.
    • gather feels smooth and meaningful. in live servers it would be dangerous but from the general t6-T8 zones i visited each one of the resources is worth gathering

      the dismount changes also helped with this making it feel smooth
      Embrace the Risk Vs Reward. Do not deny it
      For it will only bring you pain

      #RiskVSRewardCult

      Currently aiming for 120 on all Armors related to Morningstar Build
    • The_Support_God wrote:

      Changes to Small Tier 7 and Tier 8 Resources Nodes

      Tier 7 resource nodes will have up to 9 resources per node instead of 3 and Tier 8 resource nodes will have up to 1 "ticks" per node.

      This on its own isn't too big of a change, but in addition to this, their initial amount of resources is randomized. That means there is a chance for such a node to spawn with full resources!

      This change should decrease the number of nodes with only 1 charge tremendously but in turn, their respawn is somewhat slower.


      what does this mean?

      Typo, it's 11. Fixed in the original pot
    • @YacineBrutal

      most of the time they are enchanted though.
      and gathering now gives more fame so it is easier to level if you find those nodes

      also too many ticks for the open world would crash market prices

      30 for every resource tier is just nice in my opinion

      this is so that high tier would be super valueble
      and low tier would be a good node but not screw the market prices
      Embrace the Risk Vs Reward. Do not deny it
      For it will only bring you pain

      #RiskVSRewardCult

      Currently aiming for 120 on all Armors related to Morningstar Build
    • The_Support_God wrote:

      @YacineBrutal

      most of the time they are enchanted though.
      and gathering now gives more fame so it is easier to level if you find those nodes

      also too many ticks for the open world would crash market prices

      30 for every resource tier is just nice in my opinion

      this is so that high tier would be super valueble
      and low tier would be a good node but not screw the market prices
      Hey, where did they say anything about gathering giving more fame? I must have missed that.
    • Testserver Patch Notes - Lands Awakened Update

      Gathering Changes
      • Increased Fame for Enchanted Resource gathering/crafting:
        • Fame of Enchantment level 2 Raw Resources: +33.33%

        • Fame of Enchantment level 3 Raw Resources: +100%
        • Increased Fame for enchanted T4 refined resources to account for absence of enchanted T3 resources:
          • T4.1: 37.5 → 45
          • T4.2: 52.5 → 90
          • T4.3: 67.5 → 180

      Embrace the Risk Vs Reward. Do not deny it
      For it will only bring you pain

      #RiskVSRewardCult

      Currently aiming for 120 on all Armors related to Morningstar Build
    • Testserver Patch Notes - Lands Awakened Update

      Gathering Changes
      • Increased Fame for Enchanted Resource gathering/crafting:
        • Fame of Enchantment level 2 Raw Resources: +33.33%

        • Fame of Enchantment level 3 Raw Resources: +100%
        • Increased Fame for enchanted T4 refined resources to account for absence of enchanted T3 resources:
          • T4.1: 37.5 → 45
          • T4.2: 52.5 → 90
          • T4.3: 67.5 → 180


      I think .1 should be included in the fame increase, but balanced so that it is higher at T4 (50%?) and low to zero at T8.
      ..QQ _^..^_/ QQ..
      (not to be eaten!)
    • @Klifern

      Testserver Patch Notes - Lands Awakened Update

      Mount Changes
      To encourage players to explore the open world and actively fight roaming mobs, dismounting rules have been changed. If a player dismounts and there is no enemy player within a 40m range, the player can instantly use their three weapon abilities (Q, W, and E). However, the other ability slots (head, armor, shoe, potion and food) will retain a 5s cooldown after dismounting.
      • Q, W, and E ability slots now have a 0s cooldown when no enemy player is within a 40m range
      • Unable to auto attack players after dismount: 3s → 5s
      • Mounting Up on a mount with abilities (example FW Elite Mounts) no longer places mount ability slots on a 10s cooldown
      Embrace the Risk Vs Reward. Do not deny it
      For it will only bring you pain

      #RiskVSRewardCult

      Currently aiming for 120 on all Armors related to Morningstar Build