I think gathering needs a bit of an update. Right now its: Gather a node, move to the next node, repeat until all the nodes are gathered, wait until the first node respawns, gather that node, etc. etc. This, I feel, is extremely repetitive, and I think I have some ways to fix that. My suggestion is a two-parter, the second half of which will be covered in my next post. In this post, I suggest unique gathering nodes be added, which have special mechanics to them. Spoiler: Woodcutting -Large Trees: In some locations, there happen to be extremely large trees. However, as of right now, when these trees are gathered, if they can be gathered, they only reward one material. I suggest that these trees give double materials, but not necessarily the same tier. For example, when gathering one of these trees, you might recieve a Tier 3 and a Tier 1 material, or a Tier 2 and nothing. In exchange, these trees would have a longer respawn timer(1.5x?) and take longer to gather(1.5x?). These trees should not be too common, but every level should have at least one tree like this. Spoiler: Farming Soil: In some farming areas, the soil might be better than others. For example, a crop in the desert would not have as good soil as a crop by a riverside. So, I suggest that some nodes of crops have a slightly higher refining chance due to this. Each crop should have at least one area with bad soil and one with good soil. However, the exact locations of the areas with good and bad soil cannot be released, as it would make good-soil areas be used over bad-soil areas. Spoiler: Mining -Veins: Veins of ore are lare amounts of ore connected in a long chain. This could be implemented in Wynn with each node having a small(2%? 1%?) chance to instantly spawn another node, as if by mining the ore you revealed some ore behind it. This ore would also have a chance to reveal another ore, but with a slightly higher chance. This last ore, if revealed, would gaurantee a T3 material drop. Spoiler: Fishing -Schools of fish(thanks to @VeeeKoooN for the original suggestion): Schools of fish would be larger nodes of fish, like the large trees in woodcutting. However, unlike woodcutting, the gathering time and respawn times stay the same, but there is a decreased chance of refining, and, if the refining if successful, you will recieve two of the same tier resource, treated as one fishing attempt. Spoiler: General Suggestions -Rare Nodes: We have rare mobs for ingredients, so why not rare material nodes that give T2/T3 materials when gathered? These nodes would have a rarer chance of spawning than regular nodes, and would take the place of one. These nodes would have a 100% gathering chance, unless your tool is at 0 durability, and would give 1-3 materials, one of which is guaranteed to be a T2, and would have a higher chance of recieving higher tier resources. -Node Monsters: You should be on the lookout when gathering, because I suggest node monsters. These monsters would have a chance of spawning when a node is gathered, and would be stronger than a normal mob, at about grind mob difficulty. Upon death, these mobs would drop about 1-3 materials of the level that was mined, as well as an ingredient or two related to said profession that was used to summon the mob. Mobs can spawn when a node is mined at 0 tool durability. When you vote, it would be helpful to me if you explained your choice in the comments, as that way I can take your feedback on the idea and use it to adjust my suggestions.