Deplete rare resources on launch day

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Re: Deplete rare resources on launch day

Postby Burinn » Tue Jan 22, 2019 11:20 pm

WitchKiller wrote:How about the resource spawn not being static, and instead despawn completely after X resources are taken (like 1-5) and spawning elsewhere. Last world I ran around and saw that all icicle spawns were already walled with claims along the walls since the resource itself has some claim protection, essentially the same thing for early world though. No ones spending time to siege resources.


Static resources make loci of control on the map. I don't know how I feel about this.
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Re: Deplete rare resources on launch day

Postby Ysh » Tue Jan 22, 2019 11:25 pm

Burinn wrote:
WitchKiller wrote:How about the resource spawn not being static, and instead despawn completely after X resources are taken (like 1-5) and spawning elsewhere. Last world I ran around and saw that all icicle spawns were already walled with claims along the walls since the resource itself has some claim protection, essentially the same thing for early world though. No ones spending time to siege resources.


Static resources make loci of control on the map. I don't know how I feel about this.

You talk about this? What is relation of this psychology and map resource?
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Re: Deplete rare resources on launch day

Postby ctopolon4 » Tue Jan 22, 2019 11:27 pm

what about harvesting rare resources via alts? 2-4 HF near each resource at world start...
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Re: Deplete rare resources on launch day

Postby Burinn » Tue Jan 22, 2019 11:28 pm

ctopolon4 wrote:what about harvesting rare resources via alts? 2-4 HF near each resource at world start...


What? How would that be an equitable solution.
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Re: Deplete rare resources on launch day

Postby WitchKiller » Tue Jan 22, 2019 11:32 pm

Burinn wrote:
WitchKiller wrote:How about the resource spawn not being static, and instead despawn completely after X resources are taken (like 1-5) and spawning elsewhere. Last world I ran around and saw that all icicle spawns were already walled with claims along the walls since the resource itself has some claim protection, essentially the same thing for early world though. No ones spending time to siege resources.


Static resources make loci of control on the map. I don't know how I feel about this.


A tricky issue to skirt, but not impossible to keep some aspect. Give everyone a new experience quest if a rare resource spawns within X tiles of their current location that alerts them to its presence, the resource will start at 0 resources. This gives people time to find it and amass whatever troops they want to fight over the subsequent spawns. It despawns and appears elsewhere where it all happens all over again.
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