Why put mobs next to ore nodes ?
It’s probably so the node feels like a reward for beating that champion. Although I’ve noticed that most players just use summons/pets/stealth to ignore the guardian altogether and just harvest and run.
From a “lore” perspective the animals and monsters are in the wilds. Its not like ore has some sort of magical foe repelling property.
From a design perspective so you have a minor obstacle to overcome before receiving your reward. Overcoming it doesn’t necessarily mean killing it. You could stealth, you could run in with swiftness and make a getaway, you could carve a path to it. However you want to do it. I know I always feel like a kitten when I grab a channeling skillpoint by popping my elixir S.
No dont get me wrong Crysto im just wondering but i must also counter your argument if you consider lore then ore doesnt have a animal and monster atrraction property either.
Really?
Why have a slight challenge increasing the percieved value of the reward?
Because most sane people find a reward that is preceeded with some form of obstacle or target results in more satisfaction… I believe that the absense of this structure relates to one of the key criteria for NPD (and teenagers).
It may just be that your original statement was wrong.
Please try again.
No its not about the challenge i dont mind the challenge i just find it odd that a creature would go sit next to a ore node
Mobs guard Nodes because they know you will be coming around sooner or later. There is no reason for any mob to go guard that bare patch of grass now is there?
If i was a mob i would rather go camp a waypoint to be honest you never know when a tasty snack gonna appear.
There are heaps of nodes that don’t have mobs next to them but killing a vet/champ and seeing that rich node in the corner is icing on the cake.
Do not click this link!
No dont get me wrong Crysto im just wondering but i must also counter your argument if you consider lore then ore doesnt have a animal and monster atrraction property either.
Yes it does, at least in Dungeons and Dragons, where dragons have lairs with huge piles of golds. They also keep a lot of treasures like the armor and weapons of the adventurers who try to kill them or steal their gold.
edit.. also, in real life, a lot of animals are attracted to shiny things.
(edited by luchifer.6401)
It’s also something of a balance issue. If there was no opposition for what is basically the most consistent form of lots of Orichalcum other than running there, then the amount of it in the world increases faster than desired. Wherever it goes from there it also alters things . . . if sold on the Trading Post, it permits money (silver and gold) to be moved about easier, but the price winds up dropping as competitors need to lower their margin to sell. Eventually it bottoms out, but by then it’s so cheap and abundant nobody ever buys it.
With Orichalcum so easy to come by, what objects require Orichalcum are also easier to come by in various degrees . . . I’d say first you’d notice more Orichalcum Jewelry then weapons or armor (no Fine or secondary materials would be needed, only Ectoplasm). With it easier to get, gear standard would move towards Exotics much faster, ensuring the competitive standard shifts faster . . . and people not buying Exotics will be at a disadvantage.
Further, expanding outwards from this, the demand for Ectoplasm will rise due to it being pretty much a requirement. (I am not sure if they are not used in any Exotics.) So the price of BUYING Ectoplasm rises, and people can sell for greater and greater prices, concentrating the gold again. Farming for Rares/Exotics to break down becomes much more lucrative, speeding people into certain areas just to make money to stay abreast of everyone else in the market.
With the rising selling price of Ectos, it becomes madness NOT to break down that cool Rare you could use, since you could sell the Ectos and buy a devalued Exotic instead. Less people keep Rares and thus less people sell them. Less trading of Rares then mean Exotic is the only solution past Masterwork as soon as you can wear them.
Now, take note, this can happen naturally of course. But it would take less time if it was easier to access Orichalcum as a basis.
Without a champ guarding a rich node, people would camp the ever living Hell out of it.
If you want a lore reason, then perhaps the Karka deliberately moved itself there as it noticed many players going for that specific node, so it’s a permanent lunch-time at that spot.
Hehe Luchifer if that is the case here in GW2 Then every node would be swarming with skrit
Hehe Luchifer if that is the case here in GW2 Then every node would be swarming with skrit
well, at least now we know what the champions eat :P
it’s one of the more simple/easy ways to discourage botting
/thread
Without a champ guarding a rich node, people would camp the ever living Hell out of it.
If you want a lore reason, then perhaps the Karka deliberately moved itself there as it noticed many players going for that specific node, so it’s a permanent lunch-time at that spot.
If you want a lore reason, then consider the nodes happen to be where the Karka built that massive nest and the spot at the top was one part of the nursery once so the Champion Karka defends it, not the node. Why does Orichalcum appear there and not other places? Well consider where it does appear in the world . . .
It’s mostly focused in Orr and the Sea of Sorrows right now with a small offshoot in the Frostgorge Sound but that is small enough to be a statistical anomaly. Perhaps it’s veins present there due to some geological concentration . . . consider in the real world how minerals and ores can be found usually in generally-similar places naturally.
hehe yep Luchifer well done you just explained it all now we know and we can all rest easy so to sum it up : Ore = Shiny, Skrit loves shiny, Shiny + Skrit = food, Food attract hungry mobs.
At least the node is not randomly placed every time the server goes for a update or maintenance.
Recruiting dungeon raiders.
At least the node is not randomly placed every time the server goes for a update or maintenance.
Strange thing, even so . . . the ores generally don’t seem to migrate that far. i’m curious what would happen if I overlaid all the formerly known positions of the nodes. Would we be able to see an ore/mineral distribution over the whole of Tyria hinting at where you should look for them in a more specific manner than “Frostgorge Sound” “Fireheart Rise” . . . ?
Every one or two weeks I will find the same ori node at the same place in Malchor Leap. SO it is possible.
Recruiting dungeon raiders.