1.Nodes
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,
Slime Dungeon when?
quests could also refresh/increase the quality locally. by type/size rather than specific e.g. all birds, trees, small creatures, boulders etc quality increased.
each season could also add an increase to local qualities as a catch-up mechanic e.g. trees gain 1ql per season.
between these it means any area can become "viable" and players can actually develop the qualities of soil, clay etc Starting ql is a huge bonus and reward.
I would weigh it towards bringing up lower quality local resources e,g, clay is 50, dirt 27 dirt has a higher chance.