#Patch Notes - Spring Content Update - Build 168492
1262 messages · Page 2 of 2 (latest)
It would give PoIs more value, increase options to acquire without destroying the value quicksilver 2.0 style
I was replying to a question about shething weapons (bow vs. shield overlap).
The resource distro is being worked on for PTS
These use to drop random resources, people disliked it. You use to get a ton of iron bars from inquisitors and people complained it devalued it.
I remember. It made more sense to loot iron bars than to mine ore AND cut wood for charcoal. That's not the same as the basic ore, and on a specific mob rather than the whole camp
It’s not a problem of scarcity or self collection. It’s a problem of easy of transaction.
Simply suppling buy orders would make the market go bonkers and in incentivize people gathering for other people.
If someone knew they could make 1000g by doing a cotton run and dumping at someone’s market, that person would get the cotton they are looking for.
I mean, everyone is well aware people want cotton, ingots, and charcoal. You don't need a buy order to know that. People just don't want to do it
100% incorrect. They don’t have an easy means of transaction. To transact you have to socially find a buyer and meet up to transact.
I have gathered well over 40k cotton at this point. I have no desire to gather your 40k for you, too
Rather than “oh that market is paying 30g a stack?” Diverts plans to snatch some gold
You don’t, someone that needs coin will
And they can post it on a stall and it will sell quite easily. It's not like trying to sell black trumpets
- They have to pay taxes in advance.
- They have to hope they are pricing it right.
- They have to hope someone will see it.
- They have to use the clunky interface to post one stack at a time.
- They have to have a plot or find a public one.
Been running around quite a bit and the only change I just don’t like is the Cotton and even that is more from a philosophical view vs a practical one
I fine with making it more accessible, but I don't know anyone happy with how quicksilver's value went from 2k to 0. Which is what is going to happen
What's the purpose of drowned lands biome with this change? Why can't inquisitors be an outlet to increase availability on a smaller scale without ruining drowned lands purpose or ruining the value of cotton?
Cotton (to me) isn't a high end rare resource, it's the cloth equivalent to iron ore - it should be common, especially when it's used in so many things. Having said that, I reluctantly have to agree there's a bit too much cotton now, but not as overabundant as others here feel. It should be in the same abundance as regular iron ore.
I should be able to go out and pick a full backpack full of cotton in a thirty minute miracle. I'm doing it in about 20 minutes now and that's pretty much just straight bouncing from one cotton node to another with hardly any travel.
Yes, I can certainly understand that people want to optimize cotton and that it’s possible to do so. However, we should use the tier system as a guide for how common an item should be, and cotton is Tier 3—meaning it’s already somewhat higher quality—so it shouldn’t be found everywhere. I’m curious to see how the devs will handle this.
Yeah, it's not even worth using the grace anymore. Lol
Why should it be that way? The volume of T3 and T4 mats required for advancement is huge. The grind is real, even without bottlenecking those mats.
Hah it is if I want to avoid carpal tunnel syndrome
Yes, but reeds are Tier 1 and cotton is Tier 3—so how is that supposed to be similar or evenly distributed? And it might even displace the clay—yesterday I got the impression that there was less clay by the pond/lake because of the cotton. The whole thing is a balancing act that needs to be optimized. Personally, I also think that the further you venture into the Wildlands, the more high-quality materials you should find, but we’ll have to wait and see...
If everything is readily available, there is no need for trade in the long run, and trade must be urgently expanded, not neglected....
I still literally have to run out to the Wildlands to the swamp and spend a half an hour picking cotton even if it's abundant - it's still the same loop as it's always been except now maybe someone else can get cotton as well.
This might be different depending on your location, but as far as I can tell there's very little difference for the cotton game. It's still a chore. I'd still rather buy it to save time if I have the money and it's available in stalls - which it never would be prior to this update.
Sounds like population issue
Yeah, that would be a great way to integrate new players—when they see purchase orders for cotton, they have a task and a chance to earn gold... Ah, let's see when that actually works out.
Cotton can now be found at every watering hole in the Wildlands. And yes, it still involves a lot of clicking, but the searching and exploring fall by the wayside, which is a real shame (in my opinion).
People trying to gather cotton or pure iron aren't exploring. Exploring is fun, but is a different task. Game design requires task completion. Exploring is fun in some cases but frustrating when you're watching your blessing count down.
A nice exploring feature would be an loot goblin who runs once a day through a random cave or hidden loot piles which random spawn anywhere
I have players in my clan who deliberately don't pay attention to where the spawns are. They know: cotton = swamp, so they go on a gathering run, leisurely collect the materials, and keep looking around to see where things are. They don't memorize the locations. Often, they end up taking more than just the cotton. For them, the change will be boring. It’s good that there’s more, but it’s boring because it’s just clicking now (as of now).
in a way, making cotton spawn in more places actually kinda incentivizes exploring... before you knew it was in one biome and one biome only, so you only would look there. now, you might find some closer so it would be worth stepping off the path to check
Yeh but 9/10 people will just check the interactive map 😂
those people weren't going to explore anyways then
The fact that the map exists proves that "explorers" aren't worth catering to.
Everyone in my clan pins the spawn locs and many of us even time them or find ways to reduce the time spent gathering. When it's the 5000th time I'm making a cotton or iron run I just want to get it over with.
I really do enjoy exploring and wandering but that's a whole different activity.
they'll just wait for someone else to map out the potential spawns and then check them as efficiently as possible. same thing you have right now with named mobs. someone finds that Inquisitor Pura spawns at this particular fort and reports that to the map, then everyone else just goes and looks up the map and goes only to that reported fort for him rather than looking on their own to see if he could spawn at others too
Basically, I agree with you on that, but not when it comes to the volume as it stands now. But as I said, I'm curious to see how they'll pull it off: more and more often, without it becoming too much.
I hope the cheaters who read the memory run into more trouble...
i'll agree that the volume is definitely a bit high, though im holding off on a real opinion of that until it hits live server populations. arcadia is very sparse in comparison so you're likely to see everything in the "ideal" spawn condition rather than a more realistic "someone may have recently been here" you'd get elsewhere
though, with such a significant increase in spawn points, i do wonder if increasing the respawn time would be a reasonable counterbalance in your mind
making it into a "sure, there is more of it, but the close stuff might not be up so you still have to go further" kind of trade
Wait even longer? For example, to get pure iron after going through a round of tin, a round of copper, and a round of impure iron—if things are really going badly?
no, i meant cotton specifically
just curious if you think increasing the respawn timer on cotton would counterbalance the drastic increase in its availability to a degree you think is reasonable, or if you think it wouldn't matter
In almost all cases, it should be a high density with high respawn time scenario. That benefits the rural area wiith lots of resources vs dense city with less access model.
Edit: also the respawns shouldn’t be like clockwork. That just allows the person that claimed them to scoop them back up first again.
purely a hypothetical thing
I’m getting reports of copper/tin/impure iron in the corrupted plains in Lyo. This is not ok. On live currently you don’t even find iron ore there except in quarries. Low tier ores have no place in that biome
On the pricing side an interesting static for this convo. Sif pricing the best of my ability.
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Pilgrims IV cloth chest : 104 coin mat cost
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Pilgrims IV leather chest: 94 coin mat cost
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Pilgrims IV plate chest: 652 coin mat cost
Since there are sooooo many water sources, a longer respawn time doesn’t make much of a difference, except at the spots where every player passes by. Spread out across the entire map, the cotton in the Wildlands is distributed similarly to reeds. So if a player or clan has cleared out one side of the river, you just switch to the other side... I did a quick spot check in yesterday’s video to see where and how much there is. At one pond, I found 230 cotton in a flash—that’s nice, but if you take every bank into account, there have to be gaps so it doesn’t get to be too much.
Oh, then I'll take another look at it tonight and record it—that would be a disaster
Imagine getting ganked for mining Tin 😂
PLZ No 
He ran through the Corrupted Plains and Cursed Rocklands in Lyo and found copper and tin in both biomes. They do not belong in those biomes in Lyo and shouldn't be found there IMO. It would be a very bad thing for the game for this to come live as it is presently.
I'm curious as to why you'd have this opinion? Is it an economic thing for you?
That has absolutely nothing to do with lyo
Yes, it's an economic thing. PvP is supposed to fulfill the destruction loop in the economy to drive market demand. In order for people to take risks (expose themselves to the potential of PvP) there needs to be adequate reward for taking those risks. Having high end biomes filled with low end ores disincentivises people from taking the risks to mine in those biomes to start with.
This was in Lyo
I don't mind copper/tin being in the Evergreen Forest biome in Lyo, or even in the Pale, but it doesn't belong in the Cursed Rocklands or the Corrupted Plains in Lyo.
My heart! It breaks when I hear that...
No, no, no, that won't work—no, just no 🙂
I'll try drawing that later too—I'll give it a shot without any armor, haha
But... it's just bonus materials (low end ores in Lyonesse) and most people are just going to ignore it - it's not replacing the high end ores in those zones, it's just additional cruft laying around
One of the benefits of mining in the Corrupted Plains in Lyo is that you know every node you will see is Pure Iron. It saves you time running around and checking every node. This destroys that
Overall I am concerned about the economic impact of this node redistribtion. Seems to me that it is very unhealthy for an already struggling game economy
And at the same time, players tend to drop by there more often to stir up trouble (or do they?)
Okay that I understand, but it just involves new pattern building. I can't see any other problem, but want to hear if there is.
Depends on the day. We tend to mostly stir trouble at POIs
Not just new pattern building, it takes away the incentive to mine there compared to other areas completely
Maybe I'm being super dense right now. All the ore is there still and now there's just bonus types of ores there, what is the issue?
Clutter, yes
Takes a lot more time to find what you want because of the clutter
Okay and what is the economic problem?
Why even go there when you can go somewhere else without the risk and get the same amount of ore in the same amount of time?
If no one goes to risky areas, there's no gear destruction and you kill the destruction loop in the economy and as a result kill economic demand
but is that the only place where gear destruction occurs?
I go to Karrek to mine PIO constantly and now with the other nodes mixed in it took maybe 3-4 trips for me to build a new pattern and ignore the junk, so it's not a problem for me, but IDK, I'm just having trouble undertsanding how it's a problem
I guess meanwhile this forum is the most active chat on the whole server and it will be a little overwhelming for the devs to read all that 😂
Gear destruction happens in PvE, but not to the same extent. In PvP deaths 40% of gear is instantly destroyed. With PvE deaths you have 10% durability loss with each death so destruction happesn a lot more slowly
It’s a “small” change that could have serious consequences. It’s normal to discuss something like this in great detail, hehe
Yes, that was a rhetorical question, because farming in the risky area isn't the only location gear destruction occurs.
But, I'm glad folks are offering feedback, that's the point!
It is an incentive to go into a risky area. The more people in the risky areas the more likely gear destruction is to happen
Naturally, just not the only location that gear destruction occurs
If no one goes to risky areas, there's no gear destruction and you kill the destruction loop in the economy and as a result kill economic demand
Clutter isn’t a bad thing, like sticks on the ground, some plants someone prob won’t use etc. Mining nodes that stick out like a sore thumb being in a place no one is going to gather them, is not smart.
Would suggest you have others pile in here for/against the change!
I was a bit absolutist in that statement, but the point remains the same. I can go through 3-5 gear sets in a weekend. Someone who stays exclusively in PvE will go through about 1 gear set per month
Having tin/copper etc in Lyon as a whole isn’t bad because some may want to live there full time. No one is going to go to the cornucopia of ganking to mine tin.
I'm still going to Lyonesse for PIO even though there's more clutter, so maybe I'm a lunatic haha
Right. It's fine for it to be in the lower end biomes in Lyo, but not corrupted plains, whispering woods, and cursed rocklands
It’s like replacing PIO with Flint. No one going for PIO is going to pick that up
This update may upset Lyonesse enjoyers and PvP types. Hope Mainframe speaks on the intended spawn changes for Lyonesse
Yeah I would agree it makes sense to keep them to the lower-level biomes for this reason (something based on gameplay), but not for the 'convenience' factor of having to check nodes instead of knowing they are all only 1 node type.
The having to check thing is more of a copper/tin/impure issue because they look so much alike. Tin vs PIO is pretty easy to tell.
and yes, I get the end result is basically the same (one node type), but make a sensible change for a good reason
Currently on live in those biomes you only find T4 ore except in quarries where there is a mix of T3 and T4 ores. I think that the tier should remain in place for those biomes.
I personally prefer only one type being found in each biome. Makes gathering for X a lot cleaner.
Also wish the nodes didn’t still look like out of place turd rocks. But a fix for another patch
So I guess the questions really go back to MF, are they going to leave the distribution as-is, and maybe they can expand on why this is the case, and whether they'd be up for reverting some of the changes
Sounds like they're still figuring it out
yep, so there's still time for change
The modification wouldn’t be bad IF where ore is found was base on location an blended in better. IE Tin is found on the base of steep cliffs in fissure like patterns and corrupted plains happened to have those
The thing is that if they go overboard with resources they can't go backwards. So best be conservative with resource spawn quantities little by little if anything
PIO being found in the weird dragon footstep like pockets in corrupted plains
I have a big concern about the overall increase in resource nodes for that reason
The problem with gently increasing quantities over time is it forces a reshuffle which some people don't like coping with haha
I'd love to know the data/decisioning behind the changes, what problem(s) are they trying to solve for, like the province-wide market changes that were targeted to help get new players engaged in the economy sooner.
perhaps having a bit more insight may help align feedback
I feel like they're hearing player feedback but not always interpreting it correctly
I have a feeling the decision is likely not one people would enjoy.
Like “people said they wanted more and lyo said they wanted copper/tin. so we did it”
I too have this thought at times
The thing is, we weren't saying we wanted copper and tin, we used it to show why it was ok for ambergrasp and cannonite to be in Lyo but not in PVE
Cotton is kind of a special exception to everything else, it was VASTLY underpopulated and now it's right-ish (maybe slighly too much) so I hope these aren't all lumped together if there's some sort of retraction.
Some people complained that a clan can’t live in Lyo because it lacks copper/win. which is valid.
No placing it in the center, that’s just not playing your own game.
I do wonder about how much control over the distribution is possible for that reason.
Some things probably are in a good spot now (in some areas), while others may need tuned down.
Cotton is likely a situation of no one is selling it and it’s in high demand so we need more.
Cotton is gated now by horn needles/stags, no matter how much there is it's still sort of got an external throttle on production of cloth items
Cloth armor is gated by horn needles. Cotton cloth is used in needed things like storage
props up a hunter economy too once people figure out how many antlers are needed!
Antlers suffer from the fact that there aren’t enough bucks in fast enough spawn to get a good hunting rotation in.
yeah now I can make cabinets and high end chests and not feel like I'm wasting cotton at least haha
Easy fix? Don’t chamois have small antlers…
well, horns
Petur | Helfari — 2/18/2026 7:26 AM
I hear you, my wife tells me all the time as well 😄But we want the animals to serve different needs, this is one small way of doing that. Goats provide Wool and Hooves. Boars provide Sinew (its not as if other animals don't have sinew, its just not as good as the Boar Sinew). Stags provide Antlers etc.
which sort of works well with "horn needles" better than antlers now that I think of it haha
Demand is high and isn't being met because there aren't any buy orders on the market 🙂
This, fully agree
So what would ideal state be if we could package up this bit about nodes?
Gatherables will see MUCH more market volume with buy orders. Along with basic stuff like ingots, charcoal.
The cotton/water is a good precedent. Nodes should be found where their presence makes sense and their model should match that location.
Alternative being the nodes are found in equivalent difficulty tier zones.
Ideal state is that copper/tin are confined to lower tier biomes in wildlands including Lyo. They shouldn't be present in any T4 biomes. Overall distribution can probably be scaled back a bit
- Leave the new cotton as it is (spawning along water) buit dial it back 20%
- Increase the regular iron spawns from before-patch amounts by 20% because they're harder to get than PIO
- Revert everything else and approach everything very carefully but have a special discussion thread for specific things first, "Gathering feedback on potentially adding copper/tin/rough iron nodes in biomes in Lyonesse"
Using this as a guide, copper/tin shouldn't be in any biome more than 3 skulls
It's everywhere now Shalimar, bloody annoying after a few days off
Mining should also have two models. Small surface deposits, like we have now just more limestone sized with smaller outputs. Veins that are in quarries and hillsides/ditches.
There is roughly 40% less impure now in my usual farming radius
People are going to love the fact all the resources have moved 😉
it's probably just moved around the area Gant, gotta change your patterns. That's what happened with tin prior to yesterday
To note, I don’t think that chart is valid anymore. Eerie pines is far more sketchy than cursed rock-lands.
Cursed rocklands, aka goat farms, are like 3 skull
I checked my usual area mate, which is a massive area
Tons of tin and copper now
yeah, THE VALLEY is our area I'd say. I really don't know though, would love to see how MF determines distribution
I checked our side the river all the way north
Tin all over
I know where all the new impure was, it's decreased about 40% mate
There's another new chap in our area who is hoovering up iron, so that may be confounding things too
I went from five lots of impure right outside my base, to two and now one
Was dead when I was doing a circuit player wise mate
I will be back on soon
got my daily lyo run done on live, back to PTS!
I just found impure iron out in the wildlands in the Evergreen Forest Biome on my way from Astarac to Armanhac
Yer, I have more time to scout later
I was just saying, that in the last two "updates" to resources in my area the node counts dropped for impure.
But copper and tin is all over now, and no longer biome restricted
The only negative comment I have about my test session this morning (like anyone is going to see this buried 2 levels deep) is the lack of even distribution of gneiss nodes.
So a silly question here for the devs.
So you have tooling that deploys nodes based on specific parameters that you’ve been tweaking. Do you not have tooling that shows the actual live spawn locations of nodes?
Like show me in game all impure iron nodes at this moment. That seems rather crucial info.
Dueling Mechanics seemed to have worked very well.
Zarhawk and I test dueling on the PTS server, in Gravas. #paxdei #gaming #lesterthehorseless
What i dislike is that most nodes are tin. the more sad thing about is that Tin have only a few usecases
For a very long time, since release, tin nodes have been less than half as many as copper.
I do not understand why I went afk a few days, and now tin and copper has exploded. There was already loads, and it felt like it was a balanced amount if you went to the right biome for the ore
which is not that bad because copper bars have a lot of usecases like light source for example
Bologna!
?
after some changes they made, some home valleys had tin ONLY in one biome, the Pale, which wasn't correct. They seem to have been tweaking things, and seemingly went overboard 😄
Copper and Tin alone have few usecases but together they are vital. Having one spawn far less than the other is beyond inconvenient.
I think moving all the resources about is fine, if there is a reason like they did it in Dune
I'm just looking at a tin node in the wildlands and wondering why it's there. I understand having them in the Valleys, because they are the starting metals. However, I don't see a reason to have them in the wildlands. The wildlands are supposed to have the higher level materials as the wildlands are supposed to have a higher risk factor.
Oh yeah moving them is fine (in my perspective), them going completely missing is not, which is what happened in some cases 😄
But this morning I noticed Gneiss was loaded lop-sided on one side of the district.
I was just farming iron, because there was so much, it was a reason why I put my base where I did.
I will not be alone when I say moving stuff just because will not be well received. We are literally paying real life money and placing plots based on things like resources!
@Mainframe - This is going to annoy alot of people when you push this live.
..... how ....
Copper gives you the best light source
so you never had huge amounts of copper laying around
Farfahgnugen
But btw cos i notice it ... since when is the founders torch a "Flower Pot"?? xD
Time to find that new good iron spot 
I know some places felt devoid of tin on live. That definitely needed fixed. It's just weird to find out fixing that will cause everything to shift.
But that has nothing to do with wildlands having ore it really shouldn't
cozy crafting co-op game
cozy crafting solo game 😄
tiericide on copper/impure iron/iron/pure iron would be based af 
Honestly, I also prefer playing solo most of the time, because that way you can still set your own goals and challenges. I played with several people for a while, but the only thing I really noticed was that you just reach the highest-tier items faster—and the fun ends sooner because of that.
Even dungeons don’t really stay fun in the long run, since they’re still quite buggy, especially with ranged aggro or the aggro system in general—it just isn’t very good.
At the moment, it seems like multiplayer is mainly enjoyable for people who want to do PvP. For me as a PvE player, it’s really just about building, grinding, and crafting—and that’s simply more enjoyable solo in the long run, because you don’t get everything so quickly.
99% of my time is solo. I don't need help hitting rocks or chopping a tree. Bringing people when I go pick cotton just means less cotton for me, but these things eventually get stale and then there's really not much to do. I generally try to build when I get tired of gathering, but if I ever finish the grind? I'll stop logging in because that's all this game is
So the game is meant for multiplayer in the sense of working together, not do everything together. Except of course dungeon content.
The element of multiplayer that is mainly missing from their intention, is the market. Without specialization, everyone just does everything themselves. Exception being gear/consumables they can’t yet make but one day will.
Their vision was plausibly that you need 10747464929292 ore to level up armor, but you weren’t doing it yourself. You were making goods along the way to sell, make coin, and buy supplementary crafting materials so you didn’t mine/chop it all yourself.
That vision was flawed in several ways.
Let's keep it on the current patch topic so we don't make too much clutter for the devs to read through!
ooo you defiant lil buggers
Just to update you, both the quarries are bugged in Armanhac. Only a few tin deposits are spawning.
There should be pure iron fields in cursed wildlands biome SW of Armanhac. There should be a quarry out there with iron ore.
soon as you zone into lyonesse there is a lot of impure iron ore. There's a couple cotton spawns just because there is a puddle, not even a pond (no swimming animation)
Since this is my shrine on live, i mapped out the pure iron on Arcadia. This FEELS AWFUL. Like, I'm reinstalling live to actually confirm numbers side by side, but my gut feeling is I don't like it.
It's very nice to see barley, but on live, if I see a node it is 1 of 3 things. Wrought Iron, Pure Iron, or Granite. On Arcadia, it could be anything. Unless you hit the pale, then you can rule out pure iron.
Wildlands quarry, should be Iron ore deposits
TIN!
Tin and Copper again all over
i found 22 on arcadia vs 25 on live. So slight difference in quantity, but the main thing is density and that's why Arcadia felt so much worse. I'm going by so much ore that I don't want, to find what I do want. Where as on live, it's far easier to get node to node
Not good. seriously not good.
I have no issue with shifting node locations. In fact, it'll make the game much more playaböe - IF and only IF they stay in close proximity (like maybe 50m radius AND go back to a more reasonable types - Tin/Copper in Wild Lands is ridicoulus. That's where Pure Iron/Granite needs to go, nothin else.
There's no need to mark nodes anymore - especially for cotton, considering how big they are since the rise of the mutant sizes
I think the changes just need to be fine tuned a bit. Happy to see lyonesse have everything it was missing, but I don't like having T1 and T4 resources literally next to each other. I can't fathom someone going out for pure iron and mining everything else just because its there. Your bags would fill up before you even got a few stacks of pure iron there is so much around. Most people I know are targetted gatherers. Sure, some people grab a bit here and a bit there, but I dont know anyone who goes out for pure iron that is going to hit that tin node right beside a pure iron node.
Rather than put cotton near every source of water, consider limiting it to upper end biomes, like Eerie pines, forsaken forests, and Whispering woods. Leave tin/copper/impure out of wild lands, and in lyonesse, limit it to only the low tier zones like old forest since Land of Stone is where pure iron is around shrines.
I think what they have done is fine, bit more tweaking to adjust amount of spawn spots but I don't see the issue really. None of these nodes are for "rare" items, we don't even have those yet except for enchanting. Everyone keeps basing it on what is in game NOW, not on what is coming. What we have in game currently is common items, should be able to produce them as needed. Rare stuff is going to be gated via sigils, future resources, etc.
Not sure if it's this patch or not, but game sure does crash a lot for me when I'm building. It's fine otherwise. Can play all day without building no crashes. Soon as I whip out the building hammer and start placing stuff down eventually I crash, no crash message game just closes.
You're lucky to get tin. The one up north in Kerys is essentially EMPTY
One thing that really stands out after this latest patch is that now with the PIO mixed in with other iron ores, that they look the frigging same to me. The impure iron ore should be rusty red because it's poor quality and the PIO should be gleaming blueish silver because it's pure.
- Massive reduction in pure iron ore within the corrupted plains biome to the SW of Armanhac; tin & impure seem to make up the majority of what was once pure iron
- Seeing reduction in pure iron ore in Lyonesse with uptick in lower tiered ore nodes
- Crashed going from Karrek into Corrupted Plains Lyonesse biome
- Feels like a sharp decrease in Canonite & Ambergrasp Lyonesse-wide during my sample traveling through the areas tonight
I'm seeing the same thing with the Pure Iron south of Ardbog in the Whispering Woods biome. More than half of the ones I had marked are gone. T4 mobs and T2 skull mobs next to copper/tin/impure iron. 😆
I knew they were regenerating where nodes go & I've been playing since Alpha 2 so I am used to that. I also knew they were working to incorporate more tin & copper ore nodes, I just am worried about the massive reduction in pure iron ore.
I'm cool with "The Divine" shuffling the resources around once in a while, but not altering the spawn conditions. I only saw people reporting a lack of Tin in some home valleys and no ore at all in Land of Stone in the Wildlands. Don't think people asked for Home Valley resources to be put out in Wildlands.
so this means my 13 plot build is useless, coz i will have to move again. a well lets go back to a grace plot untill its worth my money again, 3 months work down the drain
Yesterday, I did a follow-up search in Corbin, within my usual running route, for deposits of kanonite and amber claw. The collectors were present at the new locations, at least for the most part. But the deposits of these resources have been reduced even more significantly than on Brecilien. Sorry, but the risk of running around in Lyonesse is really no longer acceptable....
. . . but the trees are already lonely
So less harvesters and enchant resources? The havesters are in new locations?
The number of harvesters seems to have decreased somewhat—by about 20%, I'd estimate. However, the number of enchanted resources is drastically lower. Both now have new spawn points.
both
That’s a big decrease! Are the enchant drops on harvesters different? Also you usually will find 1, 2 or 3 harvesters grouped and wondering if it’s more consistently 3 harvesters now?
I didn't fight the mob, but the drop part seemed normal to me
This is not great to hear, all I do is harvester runs for gold and enchants 🙁
No, at least in Corbin, I've counted the collectors in my running route. From about 20 to about 13. Whether they're alone or in groups of three, I haven't expanded my running route in that regard.
I actually only cross the border to get supplies, and I’ll take a few of them with me if I feel reasonably safe 😉
I feel less safe in Lyonesse on Tyr 🙂
Thanks for the information, hope we get more in regards to harvesters and amber / canon
Hard to check those things on a new character. I did notice some spawns moved, but they're shifted over a bit not like completely uprooted.
I didn't hunt for the ones I didn't see, tho. I don't have a route on live to confirm, so there could be less. I was too focused on pure iron
I wonder why 😈
I would suggest checking your spot on Arcadia and verifying what you want is actually gone.
That said, I HIGHLY, HIGHLY suggest the devs work on making sure the messaging to the masses is perfect because there is first impression issues
My recommendation with these node changes would be:
At minimum: remove tin and copper from all biomes above T3 both in PvE zones and Lyo
Ideally: add the same multiplier to T4 resources in Lyo that we see on gold and combat XP
Having to count the pure iron in a resource update in a high risk zone to make sure I'm not getting screwed really shows how little is there to begin with
i already did
Can you specify why your 13 plot spot is no longer valid? What's now missing that you feel your spot is ruined? What home valley? This is the info the devs need
I am interested to hear the criteria as well - the changes don’t seem that significant in the HV
It would definitely be great if the team could address the spawns in Lyonesse sometime in the future before the update goes live. I’d love to see more pure iron ore density and PIO in Lyonesse. Maybe tin and cooper around shrines perhaps and at the entrance to Lyonesse. As far as havesters and enchant mats. I think the way things are currently feels ok. Might be interesting to have less coverage of harvesters and more dense spawn points to create more potential PVP interactions though.
We just posted a clarification on how resource spawn works: #📣┃announcements message
If you're clan is able to hold a shrine, then most likely, your top crafters need very little tin/bronze. At 28 AS, I need ZERO bronze. I barely need iron. Just nails for hinges.
The exciting part of claiming a shrine was suddenly having a plot right by wrought iron and pure iron. Except, there is only enough ore for 1 person. I'm all the time farming Avalon pure iron because someone else took the ore by the shrine in Corbin. The more people that live there, the more obvious the shortage becomes. There's simply not enough pure iron in lyonesse. Selene is very low pop with open shrines. It could never support release level populations with what is out there. Not even close.
I'm not saying remove the low level ore, but it doesn't have to be in our face as it currently is on Arcadia
Thoughts about the notes?
Excellent. So, if I understand correctly, the version of spawns I looked at weren't based on live but just algorithm doing it's job. With new update, the algorithm will have 60% of live's data for determining spawns. In future updates, this will be much higher % data, leading to less unwanted changes.
You are not keeping the resources the way they are now though right?
That's my interpretation as well yes
All I read was balancing update landing today 😛 Nah it sounds good to me. Sounds like reverting the ore change.
I bloody hope they are putting it back, it's a mess right now. Empty bugged quarries, tin where the iron should be
@lavish ridge what do you and your folks think about the info posted?
So, there will be some lost node spawns, but I am able to accept that knowing future changes will be better fined tuned. Can't work with what you don't have on the lost data. I can accept that.
I'm eager to see new placements. That said, I hope there still isn't 20ish nodes in lyonesse farm spots. There really should be at minimum 33, and probably closer to 40. Surely, 2 people can farm the same spot and both fill bags if they used a buff.
In 1.0 release, full groups could fill bags so it would still be a far cry from what it used to be
I think it's nice to have an explanation of what's going on. The more info the better. As far as the results of it all, we have to see it in game.
i don't think they are fully reverting the ore change, but scaling it back somewhat
it read to me as a "it will be closer to the current live distribution for most things, but there are still things changed"
So does this mean that Copper and the gang are out of PvP again?
and overtime those changes would theoretically decrease because of the data they can capture going forward
If there's ever a contentious resource shuffle again, MF should placate players by adding a free terrible undeleteable U2 album to everyone's inventory to help cope with any frustration.
Please continue the discussion in this thread: https://discord.com/channels/1071081786962088018/1486730770847629442
