As promised, the idea of making gathering resources into a fun and challenging minigame (as opposed to tedious and punishing alt-bot-extravaganza on first-come-first-served basis they are now).
1. Resource nodes no longer used to gather the resources; upon inspection, they show the amount of resource accumulated and/or the timer for next respawn.
2. Resources spawn randomly in a 100x100 tiles area (or 50 tiles radius to make things more interesting) around the node.
3. Resources spawned are invisible until detected by a player. To detect a resource item player should be unmounted, moving at Crawl speed, be in close proximity (2-4 tiles) and pass a PERxEXP check.
4. Once detected by one player, resource is visible for everyone. Picking it up takes 10-20 seconds.
This would solve several existing issues:
- node-walling becomes either irrelevant or impossible, depending on the terrain; vclaiming the spawn area is still possible, with a fair amount of work a faction can have a Hearhwood tree or an Ancient Withdrawal all to themselves.
- no naked alts HFing with the resource, foragers with high PERxEXP become relevant.
- significantly more complex to bot the resource (still possible, but what isn't these days?).
- contesting the resources encourage players' interaction in less straighforward aggro-on-sight way, looking for a chip of salt or a rock crystal together won't necessarily lead to a bloodshed; while the gathering delay provides enough time for all the parties present to decide if they want to fight for the goods. And if a Hearthwood tree I'm crawling around have accumulated a few leaves - I personally would rather share 50/50 with a friendly stranger.
If this is implemented, instead of sheer luck of a passer-by we had earlier or the horrific tedious long-ass gathering timer we have now, the Hunt for Resources becomes an adventure. The thrill of chase, the excitement of being first to see that one precious item, the adrenaline of gathering it while others are still shuffling through the grass... I'd like to see and feel all that in Haven.
Obviously, some resources' quality and relevance would need to be raised a little bit to make them all wanted, but not so much that they become necessary to compete at endgame (hello, icicles).
Please don't stray away from the topic, there are enough "timnr is baaad" threads here in C&I already. I'm not suggesting this to be implemented soon, this change is major and may be fit for the next world or, at least, require a lot of time for the devs to work on.