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Old Jul 08, 2008, 05:06 AM // 05:06   #1
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Default Farming nodes

I was wondering, how come there aren't dedicated farming nodes in GW? The closest you get to it is some high-end chest drops (like the end of dungeon chests). These things wouldn't be impossible to implement as they could work just like chests but instead of chests you use harvesting tools which you would use instead. You could also have different levels of tools for what you are harvesting and the drops would be in a reasonable range though there could be a tiny chance (1%) for a larger find and you can only "use" a node once per trip in an instance.
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Old Jul 08, 2008, 05:22 AM // 05:22   #2
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Enlighten me. What is a "dedicated farming node?" Never heard of that term.

However, by the sound of your explanation, they work the exact same as chests, but just switching the rarity of the stuff inside with the key used instead of the chest opened. If that is what you want, /notsigned. It would make "node running" too easy at areas like Ascalon. And, the closest you would get would be regular chests, not the ones at the end of the dungeons.
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Old Jul 08, 2008, 04:39 PM // 16:39   #3
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You mean to harvest materials from rocks, trees and such?

I won't disagree with this, but I' rather focus it on playing, not waiting before a piece of rock.

There could be items dropped only by monsters, usable in certain spots for materials that appear much more randomly than chests. Once use, they are 'used up'. And if you leave the area, they may or may not being near there again.

So, you could get a pickaxe from a creature, go to the Jade sea and explore until you find a Magical Jade Seam, and use the pick there. The pick disappears, you get some Jade fragments and the Seam becomes unusable for you, but not for the rest of the party (like chests do).

Different regions could have different seams and resources, but only logical items would be available like that:
- Stone: From all kinds of rocks.
- Iron: From many kinds of rock and seams in walls.
- Piles of Gliterring Dust: Rocks, trees, holes, the ground itself... this thing appears to be made out of everyhing.
- Plant Fibers: From trees, plants, bushes...
- Wood Planks: From trees.
- Amber Chunks: From rocks in Echovald.
- Diamonds: From rocks in light places.
- Jadeite: From rocks in the Jade Sea.
- Lumps of Charcoal: From charred trees (Ascalon, Northlands, Charr Lands, etc)
- Obsidian Shard: From rocks near Shadow creatures.
- Onyx Gemstone: From rocks in underground.
- Ruby: From rocks in hot places.
- Sapphire: From rocks in cold places.
- Spiritwood Plank: From trees with dense vegetation or magic in the air (Maguuma, Echovald, Tarnished coast, Garden of Seborhin...)
ANYTHING else is not inert matter and must come from animated creatures or crafting.

The items could be:
- Pickaxe: Usable in rocks and wall seams.
- Shovel: Usable in ground seams and Soft ground spots.
- Axe: Usable in trees and charred trees.
All dropped with the same rate of lockpicks, and maybe even available to sell in merchants.

And of course, there could be chances of getting items.

The interactive objects would be:
- Trees: Most of the time give wood. Sometimes plant fibers. Few times spiritwood.
- Charred trees: Most of the time give few lumps of charcoal (1..2) sometimes more and even spirit wood.
- Rocks: Most of the time granite. Few times precious gems.
- Wall seams: Most of the time give iron. Few time gems.
- Soft ground spots: Most of the time give dust or granite. Sometimes varius materials (including fossils like bone, fangs and claws)
- Ground seams: Most of the time give dust, rock or iron. Sometimes other materials.

You meant that?

Last edited by MithranArkanere; Jul 08, 2008 at 04:52 PM // 16:52..
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Old Jul 08, 2008, 05:30 PM // 17:30   #4
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Worst idea ever. I'd just set myself to farm each one for a day while I go out and work, play soccer, whatever. In a week I'd have enough raw material to make myself rich, even if the bottom fell out of the materials market and they were selling for 1g each.
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Old Jul 08, 2008, 05:34 PM // 17:34   #5
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Yup. They cannot work in a 'wait gathering' system. Not in GW. They could only work in a 'get there and use something' instant way.
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Old Jul 09, 2008, 06:16 PM // 18:16   #6
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Mithran, that's exactly the sort of thing I was thinking of.


Azazel, think of it as a treasure chest that drops mats instead of purples and golds. Instead of a key, you'd have a one use pickaxe or something like that.

In terms of running in ascalon, just make the amount of mats that drop in NM very low, very basic things that better farmers would avoid. For example, if 1-3 iron/granite drops around ascalon 20-30 would drop in the southern shiverpeaks.
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