loftar wrote:rye130 wrote:I'm sure there will be plenty of diplomacy/trading of these resources once the world settles in more. The seems to be balanced decently because of their abysmal respawn rate so the only real problem was the fact they started full (which I believe jorb/loftar already realize was a mistake). Let the world play out longer and I think we'll see that they don't really imbalance or break the game all that much.
This is what I'd like to believe too.
As for their starting off full, I agree that it was probably a mistake to some extent, but I'm not sure to what extent. I think some of them, like claypits or headwaters, didn't hurt at all spawning at full capacity, while ice spires could probably have been held back. It seems reasonable that different nodes could have started at different levels, rather than them all starting off empty. Not entirely sure what levels would be reasonable.
Yes, exactly that. In fact, I even think claypits, headwaters or trees (the one with leaves, not the roots) could even be more common and have more resources in them (although with a wider range of quality variance so some claims would still be more valuable)
On the other end, ice spires, abyss and roots, for example, could be more rare (they are too common, sometimes more than one next to each other) and have less resources in them. They could've started with only 1 item per node, for example. If any trading occurs with the highly valuable resources it will only happen because we have caps now, and people will trade after reaching cap. Without caps, no sane village would ever trade ageless ice, for example.
And not directly related but since we're at it

In my opinion the Ageless ice is and is not OP. It is because of the effect it had on the early game (and could have later on) but it's also something incredibly valuable, a big advantage - and these resources must be big advantages to affect gameplay. I would, however, suggest something like this:
Instead of instantly finishing the study, it instantly finishes one curio OR "accelerates" 2 or more curios depending on the amount of total curios in your study. For example:
1 curio = finishes instantly
2 curios = 50% of the remaining time is cut (to all curios)
3 curios = 33% of the remaining time is cut
4 curios = 25% of the remaining time
and so on. That way it not only makes it a little less OP but it also provides for more strategy and options. What's better? A big boon now? A better boon in half the time I'd usually get it? I really need a lot of LP later tonight so I'll shorten some fast curios, etc...