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TL;DR: Testers say static high-rarity spawns are still in Alpha Two Phase 3 despite earlier messaging that they’d be removed. Players report camped legendary nodes, predictable timers, and visual tells/overlays that reveal rarity, producing massive stockpiles of legendary mats for a small group while others struggle. Intrepid briefly shipped a variable-rarity (per-hit %) system, then rolled it back after it broke balance; staff say the intent is still to remove static rarity. In the meantime, the community wants clearer comms, server-side rarity decisions, and temporary safeguards.
Static rarity feels back (or never fully gone).
Testers say “known” locations still produce higher-tier mats on predictable windows. As one put it:
“I watched someone log in as a node spawned, mine it, and log out. High-quality materials feel much more fixed than they should be.”
Camping and alt parking.
Players describe alts sitting on premium spawns and logging in precisely at the window to scoop legendary resources.
Legendary floods vs. droughts.
Several claim individuals are selling 200–300+ legendary logs/flowers, while others gather for hours with almost nothing:
“I chopped for 5 hours and got 5 legendaries. Others have 300—how?”
Visual cues and UI behavior that telegraph rarity.
Reports include:
**HarvestManager**
value to expose rarity before harvesting* (disputed, but several testers say it’s circulating and should be bannable).*Some testers argue this is effectively client-side leakage: the client appears to “know” rarity prior to gather completion, enabling overlays to surface it.
Knock-on economic effects.
Testers link static rarity + tells to:
Mepps (Community):
“Static rarity was removed briefly in an update that had to be rolled back. It is still our intent to remove static rarity.”
Players say the temporary change made heroic+ drops explode everywhere, triggering a rollback “to the last stable build,” which still had static rarity.
Communication gap called out.
Several testers say this would have landed better if patch notes or a pinned message explicitly said:
“We rolled back the rarity change; static values are back while we stabilize the variable system.”
Without that, many assumed static was “fixed” and felt misled when they saw it live again.
⚠️ These are community claims during an Alpha—some may be bugs, some intended behavior, and some misunderstandings. They should be triaged by the devs.
HarvestManager
to display rarity pre-harvest.Many gatherers/crafters report burnout:
“The little dopamine from a sale vanishes when I see trees still camped. I log off.”
Others acknowledge dev intent but want action:
“They tried to fix it and broke spawns—fine. But communicate and ship a guarded version rather than leave static for weeks.”
Some advocate hard stops:
“Disable gathering until static is fixed. It’s alpha; protect the data.”
Why it matters: Alpha data on drop rates, progression, pricing, and logistics is only useful if the acquisition model is fair and representative. Static rarity + visual tells create edge-case economies that don’t reflect the intended design—and that drives players away during a crucial testing window.
Until the variable system returns in a stable form, static rarity will keep rewarding timers, alts, and UI tells rather than genuine gameplay. Testers don’t want to “win the lottery”; they want meaningful gathering progression that feels fair, skillful, and worth their time.