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Originally Posted by Darkmantle
On some servers live atm herb prices are controlled by farmers. In a way this is possible because there are only a certain number of herbs that can spawn outisde at any one time and they only come back at a set rate. With more people raiding the demand for black lotus is higher but the supply is capped at 96 per day(24 picked on the hour every hour in each of the 4 zones). If essential raid consumables are instanced then theoretically they aren't capped at a maximum for high population servers.
However that depends on the amount the instance provides and the ease of collection. If its too low then you just get a lot of pissed of raiders when they are raiding nax 2.0 and have to run a 5 man 10 times a week for their pots.
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Sorry to quote an older posting. But I wanted to write this about gathering in general.
Please bear with me, I give a simple way to proof my claims yourself, if you want to spend the time for it, that is.
Many people simply think that all there is to gathering professions boils down to installing an addon (gatherer) possibly with preloaded spawnpoints and just be there quicker or when less people are around. And that's it - all of it. However, like all professions, there are certain things well worth knowing. One of the least known things seems to be how spawn points "work".
Please note that this pertains fully to the normal, live, official servers. I've never played on any non-official ones (why would one anyhow, when you can get the real deal) so I don't know what "they" do. In any case, at the bottom is a way to see for yourself, should you find my text that unimaginable strange and unthinkable. Also my main experience is with herbs but now I have an alt miner and it seems to be exactly the same thing.
So, enough introduction, here's the meat:
Each zone with herbalism nodes has some values associatied with these nodes. For one, there is a maximum number. A specific zone can never ever have more than X nodes active, ie pick-/mine-able at any one time. That is, if a zone is completely devoid of any players, you can wait for an infinity, there won't ever come a point where ALL nodes are populated and active. Furthermore, there is a "natural respawn" rate (I call it natural to differentiate from the unnatural respawn players
can cause). Start with any zone, let no-one enter the zone and there slowly will be a respawn at the zone's rate up until the max number of active nodes is reached, at which point no natural respawn occurs anymore.
So far so good, most of you probably knew that or at least felt that this is so. Cool, but where's the real thing now? Well, what almost no-one seems to know is that there is one more value, and this one has huge consequences, as far as gathering is concerned. There is also a minimum value of active nodes in a given zone ! When the minimum amount is reached and a node is picked/mined, the game
instantly respawns a randomly chosen node in the zone! Now read that previous sentence again. And again. Do you realize the consequences and what this really means, especially wrt the part I quoted ?
So why is there a shortage on certain herbs, if you can basically force the game to spawn one (albeit at a random location) ? The problem is, that people tend to be very picky (pun intended) when gathering herbs. For example, in Azshara, people pick Dreamfoil, but don't pick Sungrass oder Purple Lotus. And this is bad. When you factor in those mechanisms above, if you only pick one out of many herbs in a given zone, the respawns are either a) what you seek or b) what you don't want. If it's a, then fine but if it's b, it sort of "wastes" a herb spot. And this DOES create a shortage on your useful herb.
Lesson learned: Always pick all herbs. Not just dreamfoil. Not just gromsblood. All. You will create spawns in heavily farmed zones and this in turn may result in spawns "in front of you" in your farming direction you are heading.
Note that I never tried to verify that in instances, ie SM. Since all wings are in fact one single instance, but every wing as far as the spawn-area is concerne is perfectly solo-able by level 60 chars, this isn't that difficult to do, should anyone like to.
Now how you can verify that what I just wrote really is having this effect. There is currently one zone in this game, where you can see the effect of the spawnpoint mechanic very well and with a minimum of effort.
Go to the blasted lands (that's where the portal and Kazzak is). This zone is relatively small (kazzak area has no herbs), yet contains highly valued herbs (gromsblood). Spend a bit of time to find an optimal path trough the zone, touching all herb nodes that are in the zone. Do not forget the altar in the mountain area, there are 3 or 4 gromsblood spawn points there too!
Now when you have your somewhat circular path ride it along and only pick gromsblood, if any. You will run out of the nodes very fast. (Note that since 2.0 there is one node that cannot be picked since the herb just floats in the air at the entrance to the portal). Now once you ensured that indeed no new nodes spawned, pick all nodes. And always run the same path. Each time you do a complete circle, there will always be new, fresh nodes. Some will be gromsblood, some won't. But you are currently causing the game to spawn them for you, as the minimum number of active nodes in this zone seems to be 3 or 4. Still not convinced? Go into the zone with your friendly co-herbalists. Go on vent or TS and split up. Each one picking a herb is to announce where and when. You will see that as soon as one is picked at the minimum value, another one pops up somewhere else.
So to sum it all up: Gathering professions do have an internal mechanism and aren't just "install gatherer and go" thingies. Due to this mechanics, there can't be ever "too few" of any one herb. Claiming so is saying that you don't understand how gathering works, which however is extremely widespread and extremly seldom documented. There can, however, be too many farmer just picking one type out of many and thus creating a situation where there are many non-desired non-picked herbs which due to the randomness of a respawn make the desired herb more rare than need be.
Hopefully, this information helps some of you. I, for one, have always been able to get any amount of gromsblood, whenever I want. Limited only by the time I invested in running around in the blasted lands.
There is of course the exception to the rule, and this is the black lotus. I've heard many stories about it's spawn time, and I've never been able to confirm myself any of them. There are currently two hypthesis about them of which I think one of them is what really happens: the "only one at any time in one zone and respawns exactly 1 hrs after picking" thesis and the "only one at any time in one zone but can respawn instantly" thesis.
Most people that are interested in the subject seem to tend to the first one, though I also had people tell me that they did indeed get two within a hour in one zone, without a server restart or anything special. Personally I have never witnessed more than one within one hour, at most I've been able to extract 3 or so out of one zone in a day and I wasn't specifically camping the spawn points, merely passing by and was very lucky. This too, however, would actually be testable, if you find enough herbalists, who are willing to spend more than one hour and each one "guards" a spawn point. 1 hour without anything special and 1 hour while they are guarding, many more herbalists try to farm the area, picking all they can in order to try to force a respawn. That would probably be a good test, but I do lack the motivation to pull this one off. Maybe one of you wants to do this, one time.