Quote Originally Posted by Tacitus View Post
Farming mobs for ore/plants should be an ancillary source of these resources, not the primary. The primary source of ore and plants are harvested nodes in the world. If the balance has gotten so out of whack that nerfing the drop rate from mobs is being portrayed as leaving REX buying as the only alternative, then nerfing that drop rate was the right thing to do. Maybe even nerf it more. And that is not about bots, but because farming nodes should be the main source of these materials.The problem with mobs being used as a primary source of ore/plants is that the population of such mobs is under MUCH more aggressive respawn parameters to support the needs of questing. And these parameters, while almost all aggressive, are controlled on a per area basis and tweaked constantly out of the control of the systems/professions designers - because mob populations need to answer to the needs of the rest of the content team first and foremost. This being the case, it makes it too easy for too many designers working on world content to create a mob pop that is too easily farmable for resource gathering materials and throw the balance off in unintended ways. It is too many spinning plates and not a good way to balance resource availability.So nodes need to remain the primary source of ore and plants because that is a much more tunable system and remains under the control of the profession designers. Butchering is an already big enough headache to be continuously balanced the existing way.And to correct at least one outright incorrect statement, this is NOT the first time we nerfed these rates (made with the implication that FTP was a factor). We nerfed them previously in classic before SL came out because it was flooding certain aspects of the resource market. All resource availability gets monitored and adjusted as needed from time to time. And has been since launch.So instead of everyone getting outraged over this, can we step back, take a wider view, and ask what is the REAL issue here? Is it that the availability of nodes in the world is too limited? Is it that the crafting dailies consume too many resources? Or is it that more people have purchased more profession slots on their characters since FTP adding more burden to the previous availability of resources? If so, THESE are things about which we can have a constructive discourse.And to be clear, I am not speaking for the systems or profession teams here - I am speaking on behalf of the world content team that needs to have the burden of resource supply OFF my quest targets. So let's forget about bots or ore and plants from mobs. Think about what are the deeper problem spots that have led you to vent this frustration on this nerf. What is the real core problem? What more basic, less spinning plate solutions might there be to it?
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