I'm happy to see they did this.Now everyones gonna get money faster!
My only beef with this is that it didn't come *before* I leveled mining from scratch on my newfound DK. Other than that - YAY!
As a fellow miner, on two characters, which I've hated mining as they've wasted time, Woot!Are you going to raise mining above 275 now mal?And regarding your concern of:
Well that doesn't help you if you're just trying to level your Blacksmithing. :P
Previously wasn't it possible to get more than 1 skill point from tapping a node multiple times? I would think that yes this would nix out node-jumping, but... i think it'll slow your skill raising, wouldn't it? ...I don't mine. >.<
The problem IMO was never so much that you had to hit a node multiple times, but that after taking out a chance to skill up on each hit (a long, long time ago) they never made more nodes spawn.I've leveled all the gathering professions and it is no secret that mining is by far the most arduous to do. Skinning of course you can just farm mobs, and you can't take 5 steps in the game without tripping over a flower to pick.So while this is a welcome change, it's not quite the one I was looking for.
I've really never had a problem with mining except getting the points for mithril and thorium - geez those suck. I goto the Wetlands and more or less skip iron by getting that alliance quest ore and smelting now gives extra points so if you time it well enough and use Highlanders forum guides it's pretty simple :)Oh well back to circuits of Tanaris on my warrior *sigh*
Hopefully they up the respawn rate to compensate for increased traffic and popularity.
omfg thats....huge, that will also stop the node stealers who liked to jump on your node just as you get there
I think the reason Blizzard changed this was because of the problems you got when mining with other people around, not that it takes longer than the other gathering professions. The time was never the problem for me, I think it's fair that we need to spend more time on one node than the herbalists spend on one flower since our stuff sells for a little more, and in the high-end levels mining and herbalism make about equal amounts of gold per hour. No the problem is the fact that this is an online game, and you're not the only one trying to find these nodes. Lets say you fly around and you find a node, a valuable one like titanium or rich saronite. You start swinging your axe - this pulls aggro of a nearby mob - you cancel your mining and kill the mob - get back to mining it which takes either 2-4 picks or 5-8 for a rich node. I'm sure all the miners will know excactly what I'm talking about. There have been _COUNTLESS_ of times when I found a node, landed next to it, startet mining, aggroed a mob --> BAM someone lands next to me and snatches the node while I'm in combat. Or when you're already mining the node and someone of the opposing faction runs by and kills you for the node. I even have a lot of examples of people of my own faction who start mining the same node that I'm on. Herbalism never has any of these problem, if you find a flower, it's yours. This is a very welcome change, though I expect Blizzard to slightly nerf the amount of ores/eternals/gems from one node to bring back the balance.
IMO this hurts Jewelcrafting a bit... When you had to hit the node multiple times, each time was a chance for a gem gain. Now you have one shot at getting a gem/some gems. Blizz probably saw this coming though, I wonder how they are compensating.
I remember some of the groups I was in with my lowbie engineer/miner rogue. We would all take a hit (those of us that mined) on the nodes we found so that we could each get a mining gain. Then we'd take turns finishing the nodes if there was anything left of them after we all had our turn.This change will remove this ability to share, although I understand why as many abuse the current system to "steal" nodes from others. Perhaps this will be a good opportunity for a new add-on to track who mined what nodes and who is next on the list.Personally, I think letting nodes be tapped like npcs would be more elegant. This would allow sharing (group rules apply) and prevent stealing. As long as a miner gets one hit on the node and remains nearby in range, the node can only be used by that miner until they die or leave the "aggro range" of the node.
FYI : You cant get multiple levels for mining from one node, its impossible, so this doesnt hurt your leveling
Here's a problem (I'll say it in story form FTW ): You, a levelling character around level 30, are in Thousand Needles mining and killing for some XP. You go and lo and behold, a gold vein. Now, this is your first character on the server, so you don't have all that much money, and you know gold sells great and can be made into great things. But just as you get there, another person gets there. Now, as tradition goes, at least from what I hear, one person will usually say go ahead and mine it first, and from there you alternate mining. So, you say "Go ahead and mine it first." He mines it, then you mine it, then he mines it again, and then it's gone. The fact that it can be an odd number is why it's so important to have one person decisively go first. But, in the new patch, what do you do? Not that many people will actually mine it and then open a trade window with the other person and give them half. Sure, you might if you're nice, but other people won't. This will lead to longer ignore lists for a bunch of people who really wanted half that node.I'm not QQing, just pointing out a problem.
Can't say I've ever seen that behaviour, elstor.
I dont see how this is going to reduce node stealing if your killing a mob and someone lands they just node steal faster now and if an ally comes by and ganks you for the node it just means they're gone before you can gank them back...what blizzard oughta do is give miners like a node aggro range when your within a certain range of a node no one can mine it