Reworking localized resources: Authority competition

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

Re: Reworking localized resources: Authority competition

Postby kitsune121x » Mon Feb 25, 2019 4:38 am

stationery resources was a shity idea I think they should randomly spawn the first person gets their gets it
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Re: Reworking localized resources: Authority competition

Postby Granger » Mon Feb 25, 2019 8:36 am

kitsune121x wrote:stationery resources was a shity idea I think they should randomly spawn the first person gets their gets it

IMHO result of this would be: The bot with the best pathfinder (to patrol big areas without getting killed by wildlife) and swarm behavior (cover as much area without too much overlap) takes the win.
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Re: Reworking localized resources: Authority competition

Postby Embers » Mon Feb 25, 2019 10:21 am

How about actually engaging in conflict, aggroing an alt and taking the stuff he collected, seems pretty direct to me
As for indirect measures, have you heard of a concept of a "wall" between your competitors and the resource?
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Re: Reworking localized resources: Authority competition

Postby Lojka » Mon Feb 25, 2019 10:35 am

Embers wrote: aggroing an alt and taking the stuff he collected

he is online only 1 min / week
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Re: Reworking localized resources: Authority competition

Postby Embers » Mon Feb 25, 2019 10:39 am

Yeah and so what, can't get to resource on time? Then mayhaps sticking to collecting nettles is a better short term goal
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Re: Reworking localized resources: Authority competition

Postby Potjeh » Mon Feb 25, 2019 11:31 am

They should just be scrapped as resource collection points, and replace menhirs as realm buff generators (for example +2 masonry for every clay pit under realm's claim). It gets you direct competition as factions try to siege eachothers's cairns and take over these buff generators.
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Re: Reworking localized resources: Authority competition

Postby ricky » Mon Feb 25, 2019 11:50 am

throwing this at the wall, but here:

have local resources give quests. every x days the resource would be ready to give another quest out - which can be accepted by multiple hearthlings - that the hearthling needs to fulfill for the localized resource to 'give' the player the resource.

bots would need to be really good at doing quests (maybe they are?) to be able to auto collect the resources.

the fastest to get to the resource may not be the winner if his quest requires steps he can't complete quickly - gives people with day jobs/sleep schedules a chance to compete

resource quests can be abandoned, but you can't get a new one from the same node until that quest has been completed by someone else - in other words one chance.

after someone turns in the quest, all the other resource quests that node handed out fails - similar to having a quest tree chopped.

perhaps multiple quests can be pooled up, similar to how the resources are supposed to pool up now, except you can still only take one quest at a time per resource node.

combines luck/skill/timing into a fun interactive event to get dank loot.
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Re: Reworking localized resources: Authority competition

Postby Potjeh » Mon Feb 25, 2019 11:56 am

Now that's a great idea.
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Re: Reworking localized resources: Authority competition

Postby Vigilance » Mon Feb 25, 2019 12:01 pm

id rather not see them implement more quests in to the game gating high end shit/content/loot/treasure/materials.
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Re: Reworking localized resources: Authority competition

Postby Sevenless » Mon Feb 25, 2019 12:50 pm

I'd rather not see the quest system implemented in everything high end because it's a good bot deterrant. They should have their place but I think a lot of people really don't like doing them for fairly good reasons. High end resource collection should be something more distributed, rather than only for people who can tolerate annoying mechanic X.
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