DellaFoh Posted December 24, 2011 Share Posted December 24, 2011 About half of the Archaeology finds i come across in the open world are not clickable. I know they're on a respawn timer, but even the ones I find in remote areas are unavailable. Currently, my skill is around 190 and I'm on Tatooine. Are there skill requirements to collect these? If so, how can I find out what is needed? Can anyone aged some light on this for me? Thanks in advance. Link to comment Share on other sites More sharing options...
Darauk Posted December 24, 2011 Share Posted December 24, 2011 When you hover your cursor over the archaeology item, it lists skill level required below the name. In Coruscant, for example, Embriam (?) at the Jedi Temple requires L55. Artifact Fragments in the Works require L25. Link to comment Share on other sites More sharing options...
DregorThule Posted December 24, 2011 Share Posted December 24, 2011 I heard one theory being that these are nodes that are spawning in other instances but showing in yours, but no idea how true that is. Regardless the various nodes are buggy. Link to comment Share on other sites More sharing options...
DellaFoh Posted December 24, 2011 Author Share Posted December 24, 2011 The pointer icon wont even change to the clickable version, so I can't read any info tagged to it. This leads me to think it's a bug. I reported a ticket. I just thought I would check here also to see if this is a known issue. Link to comment Share on other sites More sharing options...
Phydra Posted December 24, 2011 Share Posted December 24, 2011 This is, by far, the most annoying thing I've yet encountered in the game; flora and bioanalysis nodes are a'plenty, so I eagerly looked forward to taking up archeology and synthweaving and underworld training. Thus far, not only are 90% of the nodes I find "bugged" or simply unharvestable, it seems that bioanalysis gets some manner of favoritism to boot. Many monsters are harvestable nodes for bioanalysis, but obviously, nothing (no matter how old it is, how many piles and stacks are set around the world for "flavor", etc) but crystals and rocks are for archeology. Also worth mention, I see approximately four archeology nodes for every ten to fifteen bioanalysis ones (not including the mobs that can be harvested). Obviously, this feels very unbalanced. I am still hoping that once my alt is off of Coruscant, this changes but, frankly, if not, I too will forget about synthweaving. Link to comment Share on other sites More sharing options...
Villanous Posted December 24, 2011 Share Posted December 24, 2011 What is happening is that the node has been recently harvested. It still shows in game but as unclickable. From a distance you can hover over the node and if the "harvest" arrows show up then it is harvest able again. Or you can sit and wait for it to reset. Link to comment Share on other sites More sharing options...
AilsaH Posted December 24, 2011 Share Posted December 24, 2011 What is happening is that the node has been recently harvested. It still shows in game but as unclickable. From a distance you can hover over the node and if the "harvest" arrows show up then it is harvest able again. Or you can sit and wait for it to reset. When a node is harvested, it does remain for a short time but it quickly despawns. However, I experienced the bug the OP is referring to in the beta and a few times since launch. These nodes are not recently harvested because they persist in the world (they don't despawn). They appear on the minimap as resource nodes and you can see them laying there on the ground but you can't click on them or get any tooltip info when the cursor is hovering over them. Link to comment Share on other sites More sharing options...
TheDarkerPhantom Posted December 24, 2011 Share Posted December 24, 2011 What is happening is that the node has been recently harvested. It still shows in game but as unclickable. From a distance you can hover over the node and if the "harvest" arrows show up then it is harvest able again. Or you can sit and wait for it to reset. This is simply not the case. These nodes are still exists, some are hidden in obstacle of the map, most simply cannot be harvested. This is already something being patched in 1.0.1 per the patch notes. Link to comment Share on other sites More sharing options...
Vlakrar Posted December 24, 2011 Share Posted December 24, 2011 It was happening in beta, and is still happening now. Sometimes Slicing boxes do the same, but it's mainly arch crystals it seems Link to comment Share on other sites More sharing options...
Wolfhammer Posted December 24, 2011 Share Posted December 24, 2011 This is already something being patched in 1.0.1 per the patch notes. Where are these patch notes? Link to comment Share on other sites More sharing options...
DellaFoh Posted December 24, 2011 Author Share Posted December 24, 2011 Found the patch notes: http://www.swtor.com/community/showthread.php?p=657279 Looks like I was late to the party. Thanks for the responses. Link to comment Share on other sites More sharing options...
ZenBones Posted December 24, 2011 Share Posted December 24, 2011 Yeah, this is super annoying. I'm also noticing the difference in availability of the nodes with other things. In some places, I find way more slicing lock-boxes than archaeology nodes. It could be that there are more archaeologists than slicers, and thus the crystal nodes are all picked over by the time I come through, but that's hard to believe given what the forums say about slicing. Link to comment Share on other sites More sharing options...
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