eq2 harvesting and collectables

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I've been trying to get the parts for a moth ring without paying the
inflated prices of the bazaar (the final product sells for 20 silver but the
parts for 100 silver each) and to make them spawn i've been harvesting. What
I've observed is that there are some players i call poachers; they run about
afk, they never harvest or fight, all they do is grab the spawns i'm
generating.

Now it seems to me that an easy way to fix this would be to make it that the
collectables appear as part of the harvest in the same way rares do. I've
feedbacked this idea. If anyone else agrees, please do the same and maybe
the rules will be changed in a patch soon.
 
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Wouldn't the same problem just be shifted to resources then? I mean,
perhaps the others are in the sme boat as you, hunting down their
elusive moths?
 
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"Nhon Fhat" <heschoemann@hotmail.com> wrote in message
news:1112356665.980830.154120@l41g2000cwc.googlegroups.com...
> Wouldn't the same problem just be shifted to resources then? I mean,
> perhaps the others are in the sme boat as you, hunting down their
> elusive moths?
>

Ah, but the problem disappears if everyone's harvesting like mad, as the
nodes will just respawn and everyone will, in exchange for the effort of
locating the node, harvesting, and deleting excess resources, have an equal
chance of getting a reward. As things stand, the reward appears at a
different place to the site where the labour takes place; thus the poacher
has a competitive advantage over the harvester... they can simply run around
and around until they see the "?", without worrying about the time
harvesting takes, the inventory management problems it causes, etc.

I can't see any problems i everyone harvested and if everyone's hunting
moths and going through the nodes to get them, then there's more moths for
everyone; it's win-win, except for the people selling them for absurd
amounts. It's a level 10 quest after all.
 
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"Shadow" <kitchen@fis.org.nz> wrote in
news:7Pb3e.20337$C7.4075@news-server.bigpond.net.au:

>
> "Nhon Fhat" <heschoemann@hotmail.com> wrote in message
> news:1112356665.980830.154120@l41g2000cwc.googlegroups.com...
>> Wouldn't the same problem just be shifted to resources then? I mean,
>> perhaps the others are in the sme boat as you, hunting down their
>> elusive moths?
>>
>
> Ah, but the problem disappears if everyone's harvesting like mad, as
> the nodes will just respawn and everyone will, in exchange for the
> effort of locating the node, harvesting, and deleting excess
> resources, have an equal chance of getting a reward. As things stand,
> the reward appears at a different place to the site where the labour
> takes place; thus the poacher has a competitive advantage over the
> harvester... they can simply run around and around until they see the
> "?", without worrying about the time harvesting takes, the inventory
> management problems it causes, etc.
>
> I can't see any problems i everyone harvested and if everyone's
> hunting moths and going through the nodes to get them, then there's
> more moths for everyone; it's win-win, except for the people selling
> them for absurd amounts. It's a level 10 quest after all.
>

Are you sure that harvesting regular resources has anything at all to do
with collectible spawns? There are several zones where no resources
spawn, and yet collectibles do spawn. Not saying it doesn't, I just have
never heard anyone talk about any relationship before.

--
On Erollisi Marr in <Sanctuary of Marr>
Ancient Graeme Faelban, Barbarian Soothsayer of 70 seasons

On Steamfont in <Insanity Plea>
Graeme, 28 Dwarven Mystic, 24 Sage
Aviv, 15 Gnome Brawler, 30 Provisioner
 

Goldman

Distinguished
Jan 20, 2003
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Archived from groups: alt.games.everquest (More info?)

Shadow <kitchen@fis.org.nz> gasped the following in horror:
>
> I've been trying to get the parts for a moth ring without paying the
> inflated prices of the bazaar (the final product sells for 20 silver but the
> parts for 100 silver each) and to make them spawn i've been harvesting. What
> I've observed is that there are some players i call poachers; they run about
> afk, they never harvest or fight, all they do is grab the spawns i'm
> generating.
>
> Now it seems to me that an easy way to fix this would be to make it that the
> collectables appear as part of the harvest in the same way rares do. I've
> feedbacked this idea. If anyone else agrees, please do the same and maybe
> the rules will be changed in a patch soon.

Or make all the quests only doable by the person who has the quest.
Or make the drops only appear for folks who are running the quest.
Or make it so each quest can only be given once.

Matthew

--
My day today? Nothing major, just Xenon base gone, Scorpio gone,
Tarrant dead, Tarrant alive and then I found out Blake sold us out.
 
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Archived from groups: alt.games.everquest (More info?)

goldman@visi.com wrote in news:114qtrpeipavuce@corp.supernews.com:

> Shadow <kitchen@fis.org.nz> gasped the following in horror:
>>
>> I've been trying to get the parts for a moth ring without paying the
>> inflated prices of the bazaar (the final product sells for 20 silver
>> but the parts for 100 silver each) and to make them spawn i've been
>> harvesting. What I've observed is that there are some players i call
>> poachers; they run about afk, they never harvest or fight, all they
>> do is grab the spawns i'm generating.
>>
>> Now it seems to me that an easy way to fix this would be to make it
>> that the collectables appear as part of the harvest in the same way
>> rares do. I've feedbacked this idea. If anyone else agrees, please do
>> the same and maybe the rules will be changed in a patch soon.
>
> Or make all the quests only doable by the person who has the quest.
> Or make the drops only appear for folks who are running the quest.
> Or make it so each quest can only be given once.
>

Well, given that you cannot start the collection quests without first
harvesting one of the quest items, this would be rather problematical.

--
On Erollisi Marr in <Sanctuary of Marr>
Ancient Graeme Faelban, Barbarian Soothsayer of 70 seasons

On Steamfont in <Insanity Plea>
Graeme, 28 Dwarven Mystic, 24 Sage
Aviv, 15 Gnome Brawler, 30 Provisioner
 
G

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"Graeme Faelban" <RichardRapier@netscape.net> wrote in message
news:Xns962B4F9BB6A6Drichardrapiernetscap@130.133.1.4...
> "Shadow" <kitchen@fis.org.nz> wrote in
> news:7Pb3e.20337$C7.4075@news-server.bigpond.net.au:
>
> >
> > "Nhon Fhat" <heschoemann@hotmail.com> wrote in message
> > news:1112356665.980830.154120@l41g2000cwc.googlegroups.com...
> >> Wouldn't the same problem just be shifted to resources then? I mean,
> >> perhaps the others are in the sme boat as you, hunting down their
> >> elusive moths?
> >>
> >
> > Ah, but the problem disappears if everyone's harvesting like mad, as
> > the nodes will just respawn and everyone will, in exchange for the
> > effort of locating the node, harvesting, and deleting excess
> > resources, have an equal chance of getting a reward. As things stand,
> > the reward appears at a different place to the site where the labour
> > takes place; thus the poacher has a competitive advantage over the
> > harvester... they can simply run around and around until they see the
> > "?", without worrying about the time harvesting takes, the inventory
> > management problems it causes, etc.
> >
> > I can't see any problems i everyone harvested and if everyone's
> > hunting moths and going through the nodes to get them, then there's
> > more moths for everyone; it's win-win, except for the people selling
> > them for absurd amounts. It's a level 10 quest after all.
> >
>
> Are you sure that harvesting regular resources has anything at all to do
> with collectible spawns? There are several zones where no resources
> spawn, and yet collectibles do spawn. Not saying it doesn't, I just have
> never heard anyone talk about any relationship before.
>
> --
> On Erollisi Marr in <Sanctuary of Marr>
> Ancient Graeme Faelban, Barbarian Soothsayer of 70 seasons
>
> On Steamfont in <Insanity Plea>
> Graeme, 28 Dwarven Mystic, 24 Sage
> Aviv, 15 Gnome Brawler, 30 Provisioner

As far as I can tell they occupy the same spaces, and I've heard that from
other players too, but whether it's a fact I can't say. I can say that there
are nodes without collectables (sea ones) and removing the sea ones makes
land ones form, and nodes without collectibles (some dungeons so far), and
that my experience seems to indicate correlation eg last night i had a zone
to myself, if i stopped harvesting (which i do when i see 'poachers' about)
then they seem to stop appearing, if i keep harvesting, they seem to appear
at a steady rate... but i expect only the devs know for sure.

I did a quick search but found nothing useful. It's pretty staggering how
many 'exploit' sites appear when you search on eq2 though.