Jorb and Loftar,
Not being a programmer of any sort, My idea may not be implementable even, however I would dearly like to see diminishing resource nodes with randomly generated new spots once a node is diminished. (example) you find a node of Q 50+ soil, and after a set amount of time said soil q decays until it reaches base q’s of 10, once the base q is reached the system randomly generates a new location of above q10 soil, Q’s randomly generated as well. While this is not a novel idea, (first found this type of system in Star Wars Galaxies) It made sense to me in that no recourse is inexhaustible and forced the player base to hunt around much more often to find the best resources on a much more frequent basis.
Well that’s my idea, may not be novel, but maybe at least something to contemplate.
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boreial
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sabinati
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Re: Resource Node Change: Depleting nodes
i hated that in swg
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Lunarius_Haberdash
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Re: Resource Node Change: Depleting nodes
I don't agree with this wholly on soil, unless there's a way to manage increasing the quality of soil without that.
In fact, I'd rather see soil degrade period, with no respawning of HQ soil nodes, but HQ soil able to be achieved through an ongoing method of fertilization.
In fact, I'd rather see soil degrade period, with no respawning of HQ soil nodes, but HQ soil able to be achieved through an ongoing method of fertilization.
jorb: I don't want *your* money. You are rude and boring. Go away.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
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Sevenless
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Re: Resource Node Change: Depleting nodes
Very few people enjoy node hunting. Making node hunting a more primary part of the quality grind would frankly make the game less enjoyable as a whole. Sadly that's the conclusion I come to with random nodes.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
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maze
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Re: Resource Node Change: Depleting nodes
he summed it up for me.Sevenless wrote:Very few people enjoy node hunting. Making node hunting a more primary part of the quality grind would frankly make the game less enjoyable as a whole. Sadly that's the conclusion I come to with random nodes.
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game ideas
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Granger
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Re: Resource Node Change: Depleting nodes
But would solve the issue with walling in eternal nodes.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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sabinati
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Re: Resource Node Change: Depleting nodes
How is that an issue?
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nuker22110
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Re: Resource Node Change: Depleting nodes
-1 made me quit swg
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LadyV
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Re: Resource Node Change: Depleting nodes
It goes counter to the policy of never ending worlds.
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Granger
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Re: Resource Node Change: Depleting nodes
In nearly every world I have seen walled in resource nodes, whole lakes where the bot foreaged HQ mussels.sabinati wrote:How is that an issue?
I think natural resources shouldn't be able to be monopolized that easy.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020