Resource node movement and changes

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

Resource node movement and changes

Postby jordancoles » Sun Mar 21, 2021 10:58 pm

A potential change to resource nodes could be: Once the node is harvested the first time, the respawn timer is doubled. If it is harvested a second time in the same spot, it is doubled again. Alternatively, you could adventure > destroy the node to get 2-3 resources, while at the same time making it respawn somewhere else on the map. You could play the long game and sit on a long node, or go for quick returns
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Re: Resource node movement and changes

Postby Ysh » Sun Mar 21, 2021 10:59 pm

jordancoles wrote:A potential change to resource nodes could be: Once the node is harvested the first time, the respawn timer is doubled. If it is harvested a second time in the same spot, it is doubled again. Alternatively, you could adventure > destroy the node to get 2-3 resources, while at the same time making it respawn somewhere else on the map. You could play the long game and sit on a long node, or go for quick returns

There is limitation to these doubles?
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Re: Resource node movement and changes

Postby beardhat » Sun Mar 21, 2021 11:02 pm

Just make them despawn and respawn elsewhere with a more cohesive timer with a range so that people can muster and fight over the resource.

As well, make anyone who gathers from a local resource gets a debuff similar to a PVP debuff where they can't logout or teleport for a short period so bots can't just login, loot, logout.
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Re: Resource node movement and changes

Postby BoxingRock » Sun Mar 21, 2021 11:16 pm

I can understand some resources not really moving logically, like mountain springs, crystals, maybe even mountain vaginas

but I think any of the more organic local resources should definitely move for sure, why would a hunk of kelp float in the exact same spot forever?
Why would a tree give infinite roots and leaves and how would other trees not grow or fall and rot in to these extra whimsical versions that give better foragables?

Geysers and hot springs can go inactive and new geyser like activity can appear anywhere, making salt nodes and shit good candidates for moving

Even if the old node stayed behind as an inert version of itself that gave another shittier harvestable it would stop people from camping them with bots and trying to abuse broken claim mechanics to wall them in
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Re: Resource node movement and changes

Postby jock » Sun Mar 21, 2021 11:20 pm

jock wrote:QUality Changes:

1.Nodes should be larger with a lower spread in quality change.
2.Farming a node should lower the quality over time
3.Not farming a node should increase the quality over time
4.Higher starting nodes should "refresh" faster. to their original quality.

This expands the use of the map, reduces botting usage and encourages pvp (via kicking out others farming your good spot).

Realm buffs could add a % chance to not reduce quality.

Moving global pool to local pools using the same system would also mitigate some of the botting of perils etc and encourage people to "protect" their land.

quick write up,

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Re: Resource node movement and changes

Postby ZoniaX » Wed Mar 24, 2021 1:32 pm

Still think it would be a good thing if nodes need a special credo to get harvested.
Heartwood - farmer
salt - at least forager or maybe cook
Ice - mystik
crystal - miner
...
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Re: Resource node movement and changes

Postby Lunarius_Haberdash » Wed Mar 24, 2021 8:01 pm

jordancoles wrote:A potential change to resource nodes could be: Once the node is harvested the first time, the respawn timer is doubled. If it is harvested a second time in the same spot, it is doubled again. Alternatively, you could adventure > destroy the node to get 2-3 resources, while at the same time making it respawn somewhere else on the map. You could play the long game and sit on a long node, or go for quick returns

This is an interesting idea.

beardhat wrote:As well, make anyone who gathers from a local resource gets a debuff similar to a PVP debuff where they can't logout or teleport for a short period so bots can't just login, loot, logout.

I am a fan.

BoxingRock wrote:I can understand some resources not really moving logically

Agreed

Though honestly? I feel like they should just remove salt altogether and just pass its function to burrow beans.
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