Resource Node Change: Depleting nodes

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Resource Node Change: Depleting nodes

Postby boreial » Wed Nov 11, 2015 11:39 pm

Jorb and Loftar,

Not being a programmer of any sort, My idea may not be implementable even, however I would dearly like to see diminishing resource nodes with randomly generated new spots once a node is diminished. (example) you find a node of Q 50+ soil, and after a set amount of time said soil q decays until it reaches base q’s of 10, once the base q is reached the system randomly generates a new location of above q10 soil, Q’s randomly generated as well. While this is not a novel idea, (first found this type of system in Star Wars Galaxies) It made sense to me in that no recourse is inexhaustible and forced the player base to hunt around much more often to find the best resources on a much more frequent basis.

Well that’s my idea, may not be novel, but maybe at least something to contemplate.
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Re: Resource Node Change: Depleting nodes

Postby sabinati » Wed Nov 11, 2015 11:56 pm

i hated that in swg
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Re: Resource Node Change: Depleting nodes

Postby Lunarius_Haberdash » Thu Nov 12, 2015 12:44 am

I don't agree with this wholly on soil, unless there's a way to manage increasing the quality of soil without that.

In fact, I'd rather see soil degrade period, with no respawning of HQ soil nodes, but HQ soil able to be achieved through an ongoing method of fertilization.
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Re: Resource Node Change: Depleting nodes

Postby Sevenless » Thu Nov 12, 2015 12:44 am

Very few people enjoy node hunting. Making node hunting a more primary part of the quality grind would frankly make the game less enjoyable as a whole. Sadly that's the conclusion I come to with random nodes.
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Re: Resource Node Change: Depleting nodes

Postby maze » Thu Nov 12, 2015 1:34 am

Sevenless wrote:Very few people enjoy node hunting. Making node hunting a more primary part of the quality grind would frankly make the game less enjoyable as a whole. Sadly that's the conclusion I come to with random nodes.

he summed it up for me.
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Re: Resource Node Change: Depleting nodes

Postby Granger » Thu Nov 12, 2015 1:53 am

But would solve the issue with walling in eternal nodes.
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Re: Resource Node Change: Depleting nodes

Postby sabinati » Thu Nov 12, 2015 1:58 am

How is that an issue?
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Re: Resource Node Change: Depleting nodes

Postby nuker22110 » Thu Nov 12, 2015 4:30 am

-1 made me quit swg
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Re: Resource Node Change: Depleting nodes

Postby LadyV » Thu Nov 12, 2015 5:11 am

It goes counter to the policy of never ending worlds.
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Re: Resource Node Change: Depleting nodes

Postby Granger » Thu Nov 12, 2015 5:33 am

sabinati wrote:How is that an issue?

In nearly every world I have seen walled in resource nodes, whole lakes where the bot foreaged HQ mussels.

I think natural resources shouldn't be able to be monopolized that easy.
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