jorb wrote:shubla wrote:They are not valuable enough to risk fighting for them.
Add more good sinks for them so they become valuable. Then people may fight for them.
Perhaps that's where the focus should be, then.
Pit clay spawns too rarely, usually at low qualities, and with low amounts that can easily be offset with cave clay.
Heartwood leaves are probably more worth it for cooking big foods than gilding at this point, but I can't be sure how desperate bigger factions or fatter chars would be for them.
People seem moderately interested in the other stuff, but generally icicles seem to be the main interest.
People are insisting everything is walled off but I've camped very little resources so far this world and the only way I get them is just having a short jog around the area every now and then. Essentially, the timerless system allowed for a sort of a wanderer profession, the timer system has now made it a more mandatory camper profession which is more boring and takes away from the game I feel.
Sure if stuff was worth getting perhaps it'd start more situations where things get contested, but the amount of time investment it takes to break a wall and a village claim around a resource is nowhere near balanced to the gain you get from the resource. So even if some resource types or specific instances at high quality were ever worth it, the majority of the spawns just gained tedium and nothing else.
Edit to add a suggestion: Why not just add hunger games type warnings region wide. "Somewhere X resource near you will be ready in an hour". Or make them vanish for a bit if they're not harvested for too long after respawn, then respawn intermittently until being picked and a shorter timer starts, equal to the total usual respawn time minus all the periods of time it wasn't actually available.