1. Threads will remain in the main wishlist section while being discussed. After being reviewed by the Devs for initial feasibility, and depending on thread activity, the thread may be moved into one of the two subsections
    How to post your idea:
    Create a thread with a clear title that describes what the idea is about. Only one idea per thread!
    Please specify either in the title of the thread (if there is space) or at the very top of your post, what type of idea it is, For example: Housing (Houses, Lots, etc)
    Example title: Housing: Epic Keep and Castle Size Homes other than Pirate Ships
    Be sure to include details about your idea. Devs, and or players may reply to your thread asking additional questions, so please be willing to provide more details.
    Please see the sticky thread marked **READ FIRST** for more details...

Resource Nodes - dynamic maximum spawns for immersion & new scene visitations

Discussion in 'Wishlist Requests' started by Echondas, Sep 2, 2021.

Thread Status:
Not open for further replies.
  1. Echondas

    Echondas Bug Hunter Bug Moderator

    Messages:
    3,785
    Likes Received:
    4,001
    Trophy Points:
    165
    Gender:
    Male
    Location:
    NY
    This might get some hate -- but ..

    I think a cool mechanic would be if there was a dynamic maximum amount of resources that could be tracked on the server for *most* scenes, which decreased the more resources were harvested. This would create a sense of over-farming / stripping the scenes of resources and force players to try and find new scenes that had resources still. Over time, resource maximums would slowly increase back. Infrequently visited scenes would slowly increase their maximum. Scenes would always have a resource minimum, to account for quests and such.

    This would help spread players out to unused / different scenes and create immersion at the same time.
     
    Time Lord likes this.
  2. Waldo Ptolomy

    Waldo Ptolomy Avatar

    Messages:
    124
    Likes Received:
    144
    Trophy Points:
    18
    Gender:
    Male
    Location:
    Everwtt WA
    i understand your suggestion, but currently many resource hunters farm a whole area, then exit the scene and repeat. As a miner I stay in the scene and wander around till the respawns happen instead of exiting but having a scene regenerate slowly will cause more folks to exit the scene, and cause it to restart. Crafting now in larger batches uses a lot of resources some which take a while to collect like in Elysium mines, especially if the critters don't give you much in terms of experience for higher levels.

    Just my opinion
    Waldo Ptolomy
     
    Time Lord, FrostII and FBohler like this.
  3. FBohler

    FBohler Avatar

    Messages:
    1,213
    Likes Received:
    1,264
    Trophy Points:
    113
    Even in the best scenes a fast gatherer may end up waiting for nodes to respawn.

    My suggestion would be the exact opposite: dynamically buff up XP and yield for natural resources in less visited / used scenes so they get a bit of love.
     
    Time Lord, FrostII, Scanphor and 2 others like this.
  4. Echondas

    Echondas Bug Hunter Bug Moderator

    Messages:
    3,785
    Likes Received:
    4,001
    Trophy Points:
    165
    Gender:
    Male
    Location:
    NY
    That works too - good compromise
     
    Time Lord, FBohler and Scanphor like this.
  5. Scanphor

    Scanphor Avatar

    Messages:
    557
    Likes Received:
    988
    Trophy Points:
    63
    Much better solution - the original idea would effectively kill off the supply of gold and silver to the economy as there isn't exactly much choice of where to farm these resources in bulk
     
  6. Echondas

    Echondas Bug Hunter Bug Moderator

    Messages:
    3,785
    Likes Received:
    4,001
    Trophy Points:
    165
    Gender:
    Male
    Location:
    NY
    Well, yea that's why I mentioned it might be negatively received, but I thought it might trigger some dev revamping of mining scenes and keep things a little more chaotic. ;)
     
    Time Lord and Violet Ronso like this.
  7. Scanphor

    Scanphor Avatar

    Messages:
    557
    Likes Received:
    988
    Trophy Points:
    63
    Yeah, with the current design of the crafting system and the extremely large amounts of gold and silver needed to level it having a reliable way to farm thousands upon thousands of units of ore is vital - remove that and you make levelling crafting impossible in any reasonable timeframe.
     
    Time Lord, FrostII and FBohler like this.
  8. FBohler

    FBohler Avatar

    Messages:
    1,213
    Likes Received:
    1,264
    Trophy Points:
    113
    Not to mention the RNG that leads to spending hundreds of gold and silver ingots to get a couple of high level items.
     
    Time Lord and FrostII like this.
  9. FrostII

    FrostII Bug Hunter

    Messages:
    5,890
    Likes Received:
    11,039
    Trophy Points:
    153
    Gender:
    Male
    Location:
    Pacific Northwest
    @FBohler Neither of us want to hijaak this thread, but you've re-opened that huge can-of-worms - that deserves it's own thread.
    % vs RNG and the stupidity of it all..................
    How bout you start one... :)
     
    Last edited: Sep 7, 2021
    Time Lord and FBohler like this.
  10. Barugon

    Barugon Avatar

    Messages:
    15,710
    Likes Received:
    24,325
    Trophy Points:
    153
    Gender:
    Male
    Instead of a chance to succeed, how about the first enc/mw give 100% bonus, the second gives ~80% (adjusted by your skill level), the third gives ~45%, and so on.
     
    Time Lord and FBohler like this.
  11. FBohler

    FBohler Avatar

    Messages:
    1,213
    Likes Received:
    1,264
    Trophy Points:
    113
    Sounds like a good idea. The system would need a major rework though.
     
    Time Lord likes this.
Thread Status:
Not open for further replies.