SnuggleSnail wrote:Uniform quality growth, randomized crop growth times
+quality to local node quests
Problem
There isn't one yet, afaik!
However, I would point out nobody cares about them to the degree they literally didn't work all of world 10 and nobody cared about it enough to even notice it was broken. However, I am 2000% sure eventually some nerd will figure out how to abuse it and get Q500 cave clay. the 99.99% chance somebody will break it doesn't seem worth the upside of it existing in its current form
I always thought this should be more useful, it should be the main reason to do quests Near you to improve your area resources. It would also drive desire to conqueror that area after it has been increased.
It should be broken into categories increases:
Increases natural things in the area.
Dirt
Clay
trees
Small animals
Medium animal
Large animals
Flowers/forages
This would mean that over time doing a quest in an area would build it up so natural clay dirt and tress could all reach any ql if enough quests are done.
New players would have a much higher chance to get access to these so instead of them joining and either starting with 10ql trees, scrounging for old decayed town or scraping together enough to buy some tools.
The area might have 40-60ql trees naturally with 80ql dirt nad 70ql clay etc This would reduce the gap between high players and low players as the world would naturally develop