MagicManICT wrote:But yeah, my take from popo13 was a "flexible system" of ups and downs, not just the down like we used to have. It seemed like the past couple of posts had either forgotten about that system, or maybe didn't know about it.
I recall now the mechanic of node quality depleting; I am surprised I had forgotten it.
My suggestion was intended to be non-specific, but was more along the lines of the quality of resource nodes changing over time, but not simply trending upward at a set rate. If players are able to identify the trend of a node, the best nodes will again be determined in a matter of time that is quite short compared to the age of the world, and would defeat the intended motivation for wanderlust and exploration.
With the current large nodes, player's being able to negatively affect quality would indeed cause griefing. I was thinking along the longs of something simple, like a hidden equation:
Qaulity =34-1*(t-5)+0.1*[(t-12)^2]
where t is a variable related to the age of the world.
In this example, at the birth of the world (t=1) the quality of said resource would be 50.
After 3 months or so (say, t=15), the quality would have slowly decayed to 25.
3 months later (t=30), it unexpectedly has risen back to 41.
This given formula obviously spirals out of control after that, because the highest polynomial is a positive factor. Ridiculous qualities could be controlled or capped in many ways, please don't get carried away with this simple example.
Of course, the actual equation would need more thought, and likely be logarithmic or perhaps sinusoidal to prevent excessive natural quality growth at some point in the world, or simply with a min(10,x), max(x,100) wrapped around the formula.
My apologies for the lengthy clarification.