Players were once building large fisheries to farm oil - but some one at FUNCOM desided this was a no-go, so they changed it in a way player now have to babysit every fish trap, rendering them basically useless for massive oil production. I bet if golem would be given an ability to harvest resources on their own, they would tuned in a same way - players would have to manually refuel each golem with oil every 5 or so minutes.

@JohnnyWylder So I’m guessing you… and some others here missed the part where the developers specifically stated that the golems are NOT meant to harvest when they’re not near a player, but that they might add that feature in the future…

So no, this is not a bug or something not working as intended… this is how they wanted to implement this… and it’s working as intended.

Honestly, the way I think of Golems is as a highly interactive ā€œJourneyā€. Once you have completed it, aka made a golem and placed it for a harvest, you can now go recover mats from the golem benches, break bond with golems and save on the computing resources.

Trade in all your blood crystal for resources. You will get FAR MORE value from this than making golems and baby sitting them so they harvest (far less than you can harvest if much faster time).

I had fun acquiring the skill and creating one. Now I am done with that Journey and moved on to more productive work.

Edit: and let’s hope we get golem parts added to deconstruction bench, as I requested in another post.

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This is all part of their AI LoD system where the server effectively ignores areas that don’t have active players in it. I don’t think it specifically needs to be you, but someone needs to be in the same general area as your golem for it to do its thing.

I guess the solution would be for them to implement some kind of ā€œcatch upā€ time mechanic like they do for crafting benches. When you enter the area and the golem wakes up, the server could perform a quick calculation based on the amount of resources in its area and estimate how many of those resources it could have harvested while dormant.

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Or to simplify the formula, give it a base harvesting rate. Meaning every 60 seconds it acquires 10 stone or something like that. I just pulled some numbers out of a hat as an example. That way you wouldn’t be running calculations trying to figure out where it could have wandered and how much stone was in the area and how much might have been harvested given respawn rates etc. etc.

The problem I see with this is, as someone mentioned earlier, people would start setting up massive resource farms and the developers would have to figure out a way to limit that somehow.

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To be honest, it probably isn’t worth the dev time. Killing sorcs and golems, ultimately for getting coin for the new traders supplies is a massive boost to supply gathering speed. I am overflowing with oil, iron and steel. Steel being key. It takes a crap ton of time to make steel. The time saved on those items makes it a piece of cake to go harvest all the stone, wood or whatever you need for the rest.

In a couple days, I harvested about 3k bloodstone to use with the trader. I’m not sure I’ll ever need to whack an iron node now.

I think this is it? I login every two days on one server and a neighbour has a golem gathering stone. So im guessing they know when a player comes by depending on how much stone they have collected.

If that is indeed the mechanic.

No it’s not happening: my base is near spawn point of wolves and my golem works near them. When I’m offline, it doesn’t work (and wolves don’t attack it nor any of my thralls).

It’s like some people already said: unless a player walks nearby, NPCs just don’t exist.

@Xevyr I actually missed EVERYTHING about this chapter. There was little to no communication on this forum until, one day, I’ve seen it implemented.

If there are other channels where devs talk about it, I do not know them.

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Looks like they do exist but are passive. When you die fighting some NPCs and return back for your Thrall then for a short time from a very long distance you can see all of them just standing and doing nothing (I have the longest possible rendering distance in my game settings). When you approach at some moment they begin to fight again. Rendering first, AI activating a bit later.

Good to know, but that doesn’t change the point: when no player is nearby, NPCs are passive.

As for golems, this feature is intended, appearently (if you ask me, devs noticed this problem but were too lazy to fix it XD ).

BTW, that’s all folks: Golem’s working bad is intended.

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