Business And Economy Archive
Thread: Resource spawns need some tuning
Scarcity benefits some, so I imagine there are folks who like it the way it is, but resource spawns a vital to crafting. ...especially to new crafters who don't have huge stocks from many months of previous spawns.
I just think it's a bit thin for non-JTL specific resources like those named resources needed for Weaponsmith and Armorsmith. JTL should have caused additional spawn slots to be added, not have JTL resources squeeze the others out.
Cafa wrote:
What do you want them to change about the spawns, exactly? Frequency of types appearing or stats weighted higher?
Fivo Asia
I think there should be increased frequency of types appearing as a start. Stats are irrelevant if they don't spawn at all.
A spawn system design question should be asked, and I'd love to see an Astromech study done on it for each server and each crafting profession:
Q) How many months back into the past would you have to go to have had the opportunity to harvest any quality of all the resources types in your draft schematics? (A follow-up might take that up a notch to count resources only if significant stats are above half the cap.)
Without new spawns of those resources, new crafters are locked out. Perhaps that pleases current long-time crafters, but the economic well-being of the player consumers would be promoted by reducing barriers to entering the market.
- Prior to publish 10 the total number of resources varied within a fixed range.
- Publish 10: The total number of resources was set to a fixed number which seemed to be 2 less than the previous average. Also 15 slots were reserved for Iron reducing the random pool correspondingly.
- Just prior to Publish 11 (JTL): 8 new fixed JTL resources were added, but the total only increased by 7. Which meant we lost one more random resources.
- Patch 11.3: The 15 reserved slots for Iron were removed and Iron was behaving just like before Pub 10. Status was 3 less random resources than before Pub 10, but with the extra JTL resources it seemed like a decent trade. Without the massive Iron spawns everything seemed fixed and back to normal.
- Publish 12: The total number spawns were reduced further by 15 slots. And Iron was reintroduced as reserved this time with 14 slots. Effectively reducing the number of random spawns by 29.
- Non-Fiber Chemicals barely lost anything.
- Non-JTL Gases lost more than 90%.
Also.. why in the world do we need more iron types than there are all other metals combined? If we had a Railroad Baron profession, then I could understand it, but who exactly is using all this iron?
Dawgypoo wrote:No, it's not just your galaxy. I've seen spawns only last 3 days, when you only have enough skill points for 0-0-0-1 artisian, it may take 3 days to find it!
Which is why they now alllow surveying from a mount.
"Its the Dev's...Its a Conspiracy"