Dynamic q nodes

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

Dynamic q nodes

Postby Flyrella » Wed May 10, 2017 11:07 pm

would be cool if q was changing randomly over time. High q still should be very rare, but that way everyone would have some chance to find some amount of good q resources occasionally.
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Re: Dynamic q nodes

Postby LadyV » Thu May 11, 2017 12:05 am

I'm not opposed to dynamic nodes but i do think we need two types. Those that are stable and those that fluctuate. Makes things much more interesting when you never know which is which. :)
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Re: Dynamic q nodes

Postby Sevenless » Thu May 11, 2017 12:50 am

Pretty sure we had dynamic animal nodes in W8, although maybe I'm remembering wrong.
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Re: Dynamic q nodes

Postby jorb » Sun Jan 07, 2018 7:34 pm

Very torn on this subject. I can see the argument for flux, but also for persistence.
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Re: Dynamic q nodes

Postby Granger » Mon Jan 08, 2018 7:09 am

Combining nodes that are static with ones that wander could give variety, but I suspect it would mainly boil down to people sitting on a high quality node getting a nice (and likely overpowered) boost from time to time.

Only mobile nodes would likely have the same effect, just with some alting involved (attaching alts to each interesting looking node to follow it without travel time penalty, so one only has to come to harvest should it collide with another for high quality).

Possibly the legacy node quality drain could be brought back in a milder form, but with the quality recovery happening distributed over random nodes (in meaningful increments) all over the world - this would lead to untapped nodes potentially increasing in quality over time, making re-exploration of the world worthwhile, while removing the ability to eternally monopolizing a single good node (as it would go down in quality with exploitation). Measures would need to be taken to avoid generating insane quality levels.
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