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More info?)
"Ken Andrews" <gobble@degook.com> wrote in message
news:VCKod.15040$l65.11883@clgrps13...
> "Davian" <davian@nospammindspring.com> wrote
> > "Ken Andrews" <gobble@degook.com> wrote in message
> > > 37.5 + 25 + 12.5 + 12.5 = 87.5. Using Oakmyst as example material:
> >
> > Aye, the fishing is the final 1/8 of the tradeskill spawn. I listed that
> > below as a separate case (which seems to have gotten snipped in your
> response)
> >
> > > Gathering - Muddy Roots, Natural Garden, Natural Herb Garden, Quest
> > > Mining - Moss Covered Rock, Compound Ore
> > > Foresting - Grizzled Arbor
> > > Trapping - Badger Den
> >
> > And Cluster of fish.
> >
> > Quest items no longer use gathering, as of the last major patch.
> >
> > > (Fishing is ignored in the above because if you don't touch them then
> > > they'll max and then stop affecting anything.)
> >
> > The evidence is mixed, but this appears to be incorrect. If you do not
> touch
> > the fish you can eventually work into a position where the majority of the
> > tradeskill nodes in any specific zone are tied up in maintaining the fish
> > (over)population. Clearing out the pond gives each of those fish nodes
> the
> > chance to respawn as a different resouce.
>
> However, doing so gives analysis problems.
>
> Try it this way:
>
> There are roughly 5 fish spawns in the pond and another 2 or 3 in the ocean.
> Once they've filled up, they're static - they won't despawn and therefore
> they won't affect anything you do on the land. Yes, they take up 8
> potential land spawns, but that's all they do. In comparison there are over
> 30 land spawn points still in use. (No, I didn't count them, that's an
> estimate. However, next time I find myself in an isolated Oakmyst
> instance....)
>
> Now, with them full and therefore locked out, any further spawns *can't* be
> of fish, as it doesn't (knock wood) spawn fish on land. So, if you now run
> around and harvest every land node you come across, all of the ones you
> harvest will be replaced with other land nodes. Thus, you'll get a
> reasonably accurate respawn rate for the land nodes and, if you keep track
> of the different types you get, a good run at type frequencies if you do it
> long enough.
>
> I kept track of only the Grizzled Arbor, and as I said, I was running into
> them about one every 5 minutes.
>
Perhaps thats Oakmyst. They might have capped the fish at a reasonable
amount, I'm not sure since I don't really gather there. The zone is too small
with too few spawn points for any serious gathering.
Pass through Forest ruins and Peat Bog though, you will see fish stacked 4
deep on top of each other, 12 or 15 fish spawn points in each little pool.
(Forest ruins especially, since there are two ponds.) and when all the fish
are up, you'll see a very, very limited number of metal / wood / stone /
trapping nodes spawning around the zone.
Personally, my theory of what is hapening is this. Tradeskill nodes have a
designated spawn area, rather than specific spawn points. Within each spawn
area, there can be X number of tradeskill nodes up, of any type. If the node
is a fish, it is placed specificly in the water portion of the spawn area. In
smaller zones like Forest ruins, the tradeskill spawn area can be as big as
the zone is, in bigger zones multiple areas are used. Clearing a tradeskill
node of any type in the area will cause another to respawn in a few minutes in
the same general spawn area.
I haven't gathered much in Antonica, but I am venturing there now to gather.
Several things did strike me about the trip though. All of the tradeskill
resources were in the center of the zone, and the waters were full of fish.
Typing it out there doesn't give a sense of the extremeness of what I
witnessed though. You would walk along the coastline and the *entire* shore
would be absolutely covered in fish. Stacked 4 deep.. the names so close
that moving your cursor 4 pixels will highlight 3 or 4 different nodes.
Then for about 3 screenlengths inside from the shore, absolutely zero
tradeskill nodes. Then the center of the zone which was spawning every kind
of node (except fish, since no water) and respawning fairly fast.
One of these days I hope to catch a pristine antonica, right after the server
comes up, to see where the tradeskill nodes begin distributed. If nodes begin
covering the whole land, but in the "respawn zones" which overlap the ocean,
eventually all the land ones get cleared and respawn in the ocean. With the
center zone being the only one that can't go completely to fish because of no
water. (Although it does go 75% to shrubs at times.
😛) Or possibly it
begins like that, and there are no spawning areas near the shore. Which would
argue for a static number of fish spawn points.
It's all guessing at this point, but being EQ, and knowing how they did the
placeholder / spawn areas in EQ1... I don't think it's an unreasonable guess.
I haven't seen anything official on it first hand (since I don't read any
official forums) but all the second hand info I've heard is either
inconclusive or supports the "fish overcrowding" theory. Not sure I trust the
sources who have said it though, so... if you know of any dev posts on the
subject, please, please point me at them.
--
Davian - Wood Elf Warrior on Guk
Talynne - Half Elf Rogue on Guk
Dearic - Dwarven Fighter on Mistmoore
Dearic - Dwarven Warlord on E'ci
Talynne - Half Elf Assassin on E'ci