i'm reigniting an idea that i've seen suggested multiple times in the past, and it's an idea that has never had a single downside to it. if you think you have an actual downside to it then i urge you to wait until you've read everything since i'll be addressing some of the most common concerns i can think of, things which i asked myself as to why this idea wouldn't work which i was quickly able to rebut.
it's in regards to one of the problems we have with the game in the form of localized resources. out of all the ideas i've heard, the one that sticks out clearly as the most flawless of all is having hostile creatures spawn around resources, particular when the resource is ready to be harvested. here's the thing though, i further suggest that said resource --ABSOLUTELY SHOULD NOT-- be able to be picked until the creatures that have been spawned by said resource are killed (you could even lock others out from being able to harvest the resource if they didn't kill the creatures perhaps, but that's just a bonus requirement that i haven't put as much thought into). this will stop people from just having an alt lure the creatures away while another alt/person picks the node. lock the node from being picked until the enemies are dead, it's a pretty vital part to this whole equation.
perhaps i'm getting a bit ahead of myself here though, let's take a brief moment to discuss what the issue is surrounding localized resources.
1. they're all on strict timers
2. people make extremely low effort alts (salt alts for example only need to spend a few points in cooking, it's piss easy to make a shit load of these even if you're a hermit) and keep them logged off next to the resource until it's time to pick them.
3. contrary to what the second point says about even hermits technically being able to get their own share of localized resources, it's the big villages that 9/10 will win out and get the resource since they can send their soldiers (who are totally free at the time of localized resource harvesting) to go over and kill the hermits alt.
so now that we've got those reasons laid out, how the fuck does enemies spawning fix this?
well it's actually rather simple and fairly straightforward.
even big villages will not be able to make combat ready alts to take over 1/3 of the worlds nodes like they currently do now. to be combat ready you need the stats, the skill investment, the equipment investment and one of the most overlooked tedious things, the movepool to create a good enough combat deck. even if we PRETEND that big villages could do that (they can't, even with bots this is just too much fucking effort to do on a global scale like what is currently happening, at most they could do this for a few select areas), losing one of those alts is a fairly significant loss that will take time and effort to get back. compare that to losing an alt who has 15 cooking to pick a salt node. even i've lost plenty of salt alts, its literally never a big deal, infact it's so insignificant that i'm more upset that i missed out on the salt for these 3 days from that node over the death of the alt itself, which i can make another and pick some trees while on my way back to the salt node to get the required cooking skill again.
so if a village did get greedy and try to pull that shit, and you did manage to kill their alt or knock it out even (wounds alone take investment, resources and time to fix) it wouldn't feel like you just left scents for a trivial reason like what happens when you kill a naked 15 cooking salt alt.
here's another suggestion too. make the hostile creatures which spawn from said resource node be non trivial. salt nodes for example could have 3 'salt hoppers' spawn around them when they're ready to be harvested and these creatures could each have similar combat capabilities as say a wolverine/boar. i'm just spitballing here.
another benefit of this is that due to the need to slay these creatures BEFORE you can harvest, big villages will be sending their soldiers out to deal with securing their nodes, they can't just have their soldiers all on standby while their alts do all the work. this takes valuable time so that other people around the world can go out and try contest their own nearby nodes without having to worry about 'insert big village name here' (who also live across the globe) alts standing by to pick it with 0 effort put in.
this is a meaningful change that will drastically change localized resources for the better IMO. i have put a significant amount of thought into it and i am not seeing the downside to it. it encourages people to go out, it encourages conflict/other social situations, it helps to combat the bigger villages from having a monopoly on the vast majority of the worlds resources and best of all almost completely stamps out one of the more irritating uses for alt spam. it encourages much more healthy and fair gameplay around these important and valuable resources. i literally don't see the downside. with a system like this in play, we might actually start seeing resources be not picked clean within seconds of them being up.
so let's hear it, what is the issue with this system i propose to you?
i'm expecting to hear >well people will still have bot alts!, despite me already addressing that. you are vastly underestimating how much effort it takes to get alts prepped if these changes did take place. worse comes to worst, if this didn't stop 95% of alt cases (it will though, i am heavily confident in it), jorb & loftar could go nuclear and also put an additional safeguard in place like a new credo which would be required in order to even be able to interact with localized resources. you really telling me people would do all of the above mentioned things required to get an alt ready AND a fulfill a credo for each of them for this? nah, no chance. you're deluding yourself if you think that's how it would be, this will be the end of 99.9% of alting for localized resources. no doubt about it.