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Do daily gatherer and resource runs fast with this interactive map
- All rich veins and plant farms coordinates have been confirmed by GPS to pinpoint accuracy
- Ambiguous or hard to reach nodes have actually-walked paths drawn out
- All nodes on the map can be clicked on to "check it off"
- Colored zone outlines to show the region for dailies gathering
- Resource columns can be hovered over to show TP sell prices with tax deducted
- Expensive resources added with possible locations: truffles, poultry, lemongrass, quartz
- Deutsch, Español, Français versions also available
How to use:
- Use the world map as you would in game (pan, scroll, zoom).
- Hover over a zone to view waypoints; click on a waypoint to get a code, for example: [&BNQCAAA=] that you paste in game to become a link.
- Click on the checkbox "Show non-rich nodes" for other nodes like orichalcum or lemongrass (which don't have rich or farm nodes).
- Filter out resources by clicking on the checkboxes, or the button on top of each column.
- Start your harvesting routine or use the companion GPS program for easier navigation!
Quick dailies:The tables below list the possible Gatherer dailies and the quickest-to-complete locations (with price of the gathered items in mind). Copy and paste the waypoint code ([&CODE=]) to the game if you're familiar with that node, or go to the link for the exact location.
|Region / Task||Miner|
|Orr||[&BB4DAAA=] Rich Mithril Vein Meddler's Waypoint|
|Kryta||[&BPMAAAA=] Rich Copper Vein Phinney Waypoint|
|Ascalon||[&BEsBAAA=] Rich Iron Vein Helliot Mine Waypoint|
|Shiverpeaks||[&BL8AAAA=] Rich Iron Vein Snowhawk Landing Waypoint|
|Maguuma Jungle||[&BNQCAAA=] Rich Platinum Vein Old Sledge Site Waypoint|
|Maguuma Wastes||[&BHoHAAA=] Quartz Crystal Formation Prosperity Waypoint|
|Region / Task||Gatherer|
|Orr||[&BB4DAAA=] Omnomberries Meddler's Waypoint|
|Kryta||[&BOQAAAA=] Spinach Provern Shore Waypoint|
|Ascalon||[&BMcDAAA=] Potato Loreclaw Waypoint|
|Shiverpeaks||[&BMAAAAA=] Strawberry Patch Reaver's Waypoint|
|Maguuma Jungle||[&BNECAAA=] Artichoke Oxbow Isle Waypoint|
|Maguuma Wastes||[&BIYHAAA=] Cabbage Vine Bridge Waypoint|
|Region / Task||Lumberer|
|Orr||[&BKYCAAA=] Cypress Pagga's Waypoint|
|Kryta||[&BKMBAAA=] Tukawa Sapling Archen Foreland Waypoint|
|Ascalon||[&BAECAAA=] Tukawa Sapling Terra Carorunda Waypoint|
|Shiverpeaks||[&BFsCAAA=] Snow Cherry Sapling Steelbrachen Waypoint|
|Maguuma Jungle||[&BNMCAAA=] Banyan Sapling Gauntlet Waypoint|
|Maguuma Wastes||[&BHoHAAA=] Cypress Prosperity Waypoint|
|Region / Task||Vista (for good measure)|
|Orr||[&BBoDAAA=] Gavbeorn's Waypoint|
|Kryta||[&BA0EAAA=] Guild Bluff Waypoint|
|Ascalon||[&BKYDAAA=] Memorial Waypoint|
|Shiverpeaks||[&BI4DAAA=] Southern Watchpost Waypoint|
|Maguuma Jungle||[&BLoEAAA=] Upper Commons Waypoint|
|Maguuma Wastes||[&BH8HAAA=] Camp Resolve Waypoint|
- Buy the Consortium Harvesting Sickle to harvest plants way faster
- For the Rich Quartz node at [&BIoHAAA=], the Skritt Queen throne room opens at 50th minute of the hour.
- You can draw your own gathering route by double clicking empty areas on the map. The pins you lay can be drag-moved. Multiple pins connect to make a path. To make changes: you can insert a pin between a path by double clicking the path; you can delete a pin by double clicking it. Once you are satisfied with your path, single click on a line of the path to get string of coordinates at the bottom left bar. If you press Enter with those text selected, your path will be drawn again. You can use the Notepad feature to save these coordinates.
Credits:Based on the works of: GW2 Wiki (plant farms), jetti91 and Gragx (rich nodes), katubug and Moonlight1001 (hotspots), sarcasticbots (Toxic Spores), ScionKai (Poultry), gw2nodes (Truffles)
Games I nearly made
So I started programming in - well, technically, I should include the childhood BASIC programming I did. I remember being frustrated by being unable to escape BASIC, so limited and clunky. Other people were creating games in assembler, and I was dimly aware that something like that must exist, but I had nobody to explain it to me. So I might have made a game in which a flickering man made of ASCII characters could jetpack around the empty screen and shoot a minus sign out of his gun, and that would have been as far as I got. I would often just spend a day redefining the 8 by 8 characters into monochrome pixel art. I remember my most ambitious idea to have been a kind of life simulator, in which you played some sort of insect-like sea creature which would evolve and gain new powers and body parts, and move onto the land. That never got beyond ideas on paper, but Will Wright apparently stole the idea from me with his psychic powers, and used it a couple of decades later to make Spore.
Unfortunately this version of C had no way of reading an individual keypress: I would try to do it using getchar(), but that function would wait until return was pressed before reporting the key. So it was fundamentally crippled for writing games. There may have been a way round this, like examining some particular memory address to see the keyboard state, but it wasn't in the manual.
Then in about 1996 I got a Macintosh, my first non-8-bit computer. I think it was a Power Macintosh 7100. I'm amused to see from that page that Apple apparently got into a legal fight with Carl Sagan because they called him a butt-head. But anyway this computer had "32-bit support", though as I remember, it struggled a bit with the concept and tried to straddle both the 16-bit and 32-bit paradigms, crashing a lot as a result. So I elected to start programming on this in assembler language. I ordered Lightsoft's assembler, on a stack of floppy disks. Goodness knows how I heard about it; I had a modem, but I don't recall there being any search engines, and I'd mostly use the internet to download shareware games from the ftp archives that universities kept. Here's a surviving example of such an archive on FUNET. This one is a bit small. Also you have to imagine it loading very slowly. By the look of it those might be some of the same games, still. Oh there's Snood! Snood was great.
So I'd be disparaging about those games and think I could do better. But my crowning achievement in assembler was to manage to open a window, which took a lot of hard work and analytical reasoning, and I was worn out after that and didn't take it any further. I did have an idea to make an unusual side-scrolling RPG of some kind. I remember it was to be called "NERBYWOO", which was an elaborate acronym for something. There would have been terrain that went up and down in hills. Actually I think I might have managed to write the basic part of that game in assembler, with a little man who glided sideways over terrain which went up and down, but it probably crashed a lot.
By 1999 I had another Mac, and was using Codewarrior C. I made a couple of tile-based beginnings of games. One of them had a Civilisation-like map of land and water, on which little gray men and trucks could move around. The other was more entertaining: it had a player character (a little red man) and a crafting system, in which you could gather sticks and stones, make a stone axe, fell a tree and build a canoe. You could also climb a tree (which increased your view radius), and there were goats which moved around in the mountains. You could kill a goat with your axe (it would stop moving). If you went into the water without a canoe, you would be washed down river and out to sea, where you would continue to wash around randomly until you landed on a shore again. That was the full extent of the game.
Well, Apple became trendy and unbearable at around that time, and also I'd spent all my money, so I ended up with a PC a few years later. For a while I was using Borland C, an ugly and idiosyncratic IDE. (I use Pelle's C now.) I remember accessing screen memory in some horribly hackish and improper way, and trying to create 3D graphics from scratch. This led to my discovery and acceptance of OpenGL, which is an interface for making use of the graphics card. There are basically two choices on PC; either OpenGL, which the free software crowd like, or Direct3D, which is Microsoft's. (Further choices exist in the form of game engines, such as Unity, which hide away one or both of those interfaces, giving you indirect access to the same functionality, and some cross-platform capability, and a whole new range of problems to discover as you try to get the engine comply with your wishes.)
So then I made the beginnings of a game in OpenGL (version 1). This was a pretty game, though it looked a bit too much like the Windows XP default desktop, with rolling green hills and a blue sky. I'd managed to create a spherical planet to play on, with water in the lowest valleys, and a herd of odd-shaped creatures that roamed around the hills. You could move about. I began to implement buildings. That was as far as it got.
Then it became apparent that technology had moved on, and everybody was using things called shader programs, which are little programs you put on the graphics card itself, which do amusing effects, such as particles for explosions, and smoke and I suppose water and shimmering and transparency and outlines and things of that kind. So I had to work out how to use GL2. I'm still at that stage.
I'm sure GL has moved on substantially since then, but I figure learning version 2 will be sufficiently modern if I don't take too long over it. There is apparently OpenGL ES now (for Embedded Systems, i.e. smartphones), and WebGL for webpages, and the main version has reached 4.5 and is about to be renamed Vulkan, which will involve combining the ES kind with the main kind.
In recent years, for a while, I was going to make a first-person adventure game. It's not my preferred kind of game, the kind where you just reveal a story, but I thought it would be a handy testbed for 3D experiments. So I started making a 3D ocean liner (as a setting), and looked into shadow maps, and was talking about making a model crow, and, I don't know, I stopped doing that one too.
Here concludes the nostalgic ramble. I think my current project is going to be a roguelike. This is partly because they're relatively easy to design - though not often made in 3D. The underground, indoor nature of a roguelike provides an easy way around the problems of rendering objects way off into the distance outside (the danger is that too many objects might be in view at once, too many to draw, so measures must be taken to reduce detail, including the details of the shape of the landscape itself). I played a couple of roguelikes endlessly in the past. Besides, Reddit has /roguelikes and /roguelikedev, which might be helpful. But the game might end up being something else, or splitting into two or more projects. I'd like to make something like Civilisation, too, and something Sims-like. I kind of despise Will Wright and think all his games are rubbish and disappointing, but also inspired and soothing. Something like Dwarf Fortress, too, or Harvest Moon / Stardew Valley, though I tend to think those games all belong in the same genre. But I should save thoughts like that for another post.