SnuggleSnail wrote:What upside is there for it existing?
What upside is there for overcomplicating it?
What upside is there for letting people like me control it with realms? You know we're going to be assholes about it given the chance.
Just remove it. Leave it for pearls/truffles if you rly must.
Dawidio123 wrote:SnuggleSnail wrote:What upside is there for it existing?
What upside is there for overcomplicating it?
What upside is there for letting people like me control it with realms? You know we're going to be assholes about it given the chance.
Just remove it. Leave it for pearls/truffles if you rly must.
(remove truffles)
jock wrote:(Remove snail) The game improves.
Robben_DuMarsch wrote:jock wrote:(Remove snail) The game improves.
Local pool everything in the entire game and Snail may quit. That'd be pretty funny.
Unironically though, not guaranteeing plentiful access to resources isn't necessarily a bad thing. This isn't a MOBA, we don't need strict competitive parity.
Imagine this: At world Gen, every region had different rolls for local pools, scaling them from 50% production to 300%. This information is kept server-side, and it could be inferred only from the prevalence of local pooled resources gathered. It would be a huge burden to set up bots in multiple regions (like it is now, which is why Snail hates this and local resources being relevant), much less ones optimized for specific resource production. In a relatively short world it'd hardly be worth the effort, as you'd need to scout areas, and a bot in one area may only efficiently gather a few resources.
Local pools, following these principles, should be extended to all sorts of animals, everything from ants to trolls. It could reasonably be extended to other things as well.
No longer will simply having access to a tile type guarantee full access to everything that tile type can generate. Having good relationships with distant neighbors would provide good utility.
This can also be distinguished from other local systems like crop quality nodes, which entirely deny access to competitive quality crops. This proposal wouldn't stop you from getting resources, just limit them in quantity.
OIchi wrote: at best will change nothing with the chance of making game more tedious.
Robben_DuMarsch wrote:On the other hand, if implemented aggressively, it might actually change the "meta" from having a single village closed economy using bots to one where trade and coordination is essential because it has become too burdensome for any single village to set up enough bots to get access to everything they need in unlimited (or even sufficient) quantities. This would imply less tedium, because it would shift the optimal way of playing from "check discord for pings from bot alerting me that X has spawned, log in to gather X or to manage cupboard full of X, depending on resource" to one where you're actually playing the game, exploring, and trading with others.
OIchi wrote:Keep in mind that bots are more likely to take something out of the pool, so while things are more burdensome overall, it does seem to affect regular players as much if not more than bots.
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