I apologize if this topic has been brought up before but does anyone feel that the gains seem a little off at higher levels. By this I mean atm I'm gathering yew Logs while attempting to obtain the achievement for the golden hatchet while turning in said yew logs for the Grand Company achievement. I started in Humblehearth and I'm now at Tranquil Paths and I find that it's easier to obtain large quantities of yew Logs at a quicker pace in a grade 3 area then it is at a grade 4 area. My Botanist is at Level 48 so it's not a matte of my level being to low I get 8 attempts in both areas.
I'm wondering if perhaps they should change the max quantity you can obtain of an item based on the grade your are gathering at. So a Grade 1 could be a max of 2, 2=4, 3=6, 4=8 , and 5=10. Least then there would be more of a reason to gather at the higher end places since atm it seems that if you are gathering for logs it's better to go to a lower grade since it's easier to hit the quantity cap rather then log at a higher area.
I know they stripped a lot out of gathering though I do feel a simple tweak like that may balance the grades a tad since it is a tad odd to be able to gain better results at a lower node for the same material then at a higher node of the same material.
Base the max amount you can obtain on your level as well as the Grade, so as above the Grades would go 2-4-6-8-10, then starting at level 1 would grant 1 to the max quantity. Then at every 10 it increases by 1 so by 50 at a Grade 1 node you would be able to obtain a max quantity of 8, with Grade 5 being 16.
Well there are two ways to go about it, it could be based on the distance from your level, so it could either be 8-10-12-14-16 or 8-9-10-11-12.
Perhaps another thing they could do if they were to implenet logs being gains in multiple areas is this. Right now we have Ash, Walnut, Elm, Mahogany, Oak, Yew, Maple and Rosewood. From there each one could be obtained in 3 areas, with 17 areas perhaps each area could be designated from common,uncommon,rare in terms of spawn. Common would equate to being able to obtain NQ's of logs at a high quantity let's say 8. Uncommon would equate to being able to obtain +1's at a higher rate but with the max only being 4. and Rare would equate to an even higher rate to obtaining +1's with a cap of 8.
So it could look like this
Common=5% chance at HQ cap 8
Uncommon=25% chance at HQ cap 4
Rare=50% chance at HQ cap 8
In each of the 17 areas there would be 3 logs which would be designated by the rarity rating. Green for common, Yellow for uncommon and Red for Rare. So I'd say Ash/Elm/Maple are the basic ones, Walnut/Yew are in the middle and Oak/rosewood/mahagony are the higher tier ones.
In bearded rock, a grade 1 area it could work as C=Ash, U=Elm, Rare=Maple but since Grade 1 and 2 seem to offer the same log in both areas it could instead work like this.
The Max quantity one can obtain in a Grade 1 area is 4/2/4 while Grade 2 would be a 8/4/8. Then for the Grade 3/4 area it would work in the same premise 4/2/4 8/4/8 and then Grade 5 could also be 4/2/4 since those mats should have a bit of a difficulty to obtain.
So the basic idea is in LL it would look like this
Grade
1=Ash/Elm/Maple
2=Ash/Elm/Maple
3=Walnut/Ash/Yew
4=Walniut/Ash/Yew
5=Mahogany/Oak/Rosewood
Ulda could look like
1=Elm/Maple/Ash
2=Elm/Maple/Ash
3=Walnut/Elm/Yew
4=Yew/Elm/Walnut
5=Rosewood/Mahogany/Oak
Grida would look like
1=Maple/Ash/Elm
2=Maple/Ash/Elm
3=Yew/Maple/Walnut
4=Yew/Maple/Walnut
5=Oak/Rosewood/Mahogany
And finally Coerthas could work differently, it could go with a Common, Rare, Rare ratio for both 4/5 nodes. and at the same time it would also change the quantity for 4/4/8 and 8/4/8
4=Oak/Rosewood/Mahogany
5=Oak/Mahogany/Rosewood
So Coerthas could be seen as a reasonable area to log from if you want to try your hand at obtaining a higher amount of mats compared to what the Grade 5 nodes offer.'
To condense this idea down it basically boils down to 3 logs in each area. The names would be color coded based on rarity from Common, Uncommon, Rare.
Common=5% HQ rate and 4/8 quantity gain based on grade and location
Uncommon=25% HQ rate with a 2/4 ratio baesd on area
Rare=50% HQ rate with a 4/8 ratio
The spawn rate of each log would be
Common=75% chance
Uncommon=20% chance
Rare=5% chance
Which means when are tree is exhausted of it's resources the odds of x tree spawning is based on the above.
In the main regions the quantity based on grade would be the following quantities
1=4/2/4
2=8/4/8
3=4/2/4
4=8/4/8
5=4/2/4
In Coerthas however it would be
4=4/2/4
5=8/4/8
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Think that explains everything feel free to leave a comment but I'd like to think that if an idea like this was implemented then people may decide to go to higher level areas to obtain mats rather then lower since it does seem to be the best method atm.