Kaios wrote:I think a mix of random and static can be good depending on how it’s implemented. For example, random generation creates a q300 moose node somewhere on the central continent. Over the course of changing seasons, the node moves in a direction predetermined upon its generation to give the appearance that the animal is migrating until either it eventually reaches back to its original location and the migration direction changes or a new set of nodes are created to repeat the process for another level of randomization.
If the migratory routes were to remain the same however this could be much better than a static position animal node because it adds some involvement to the process while still allowing for quality nodes to be somewhat trackable when changing position. Or maybe it could even be added to tracking skill itself to detect these animal paths.
Do you see this as a realistic short-term development goal though?
I can see how some people prefer a form of static system, because it gives you the chance to reap the reward of finding a high quality node for a limited time at least. But I'd advocate for a quick fix by giving animals a random quality for the coming world to give the devs time to come up with a more suitable long term sollution (if needed). And to give everyone a chance to see if a more random node system is actually better than the current system.