Quality Node Drift Thread

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Quality Node Drift Thread

Postby beardhat » Sun Mar 21, 2021 10:30 pm

In the latest stream, Jorb and Loftar talked about changing quality nodes so they drift.

Lets talk about that.

My two bits
-Static resources should have static nodes: Stone, Clay, Ore, Sand, Water, Dirt ect.
-Foragable nodes should drift after every winter
-Animals nodes should drift every season as if they're "migrating"
-Fish nodes should drift every night.
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Re: Quality Node Drift Thread

Postby Ysh » Sun Mar 21, 2021 10:41 pm

beardhat wrote:should

Why?
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Re: Quality Node Drift Thread

Postby Burinn » Sun Mar 21, 2021 10:42 pm

Quality drift bad. Boo! You suck! Don't do this!

The idea of having to hunt down fish quality nodes every time I want to fish makes my body hurt.
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Re: Quality Node Drift Thread

Postby jock » Sun Mar 21, 2021 11:25 pm

jock wrote:QUality Changes:

1.Nodes should be larger with a lower spread in quality change.
2.Farming a node should lower the quality over time
3.Not farming a node should increase the quality over time
4.Higher starting nodes should "refresh" faster. to their original quality.

This expands the use of the map, reduces botting usage and encourages pvp (via kicking out others farming your good spot).

Realm buffs could add a % chance to not reduce quality.

Moving global pool to local pools using the same system would also mitigate some of the botting of perils etc and encourage people to "protect" their land.

quick write up,

Slime Dungeon when?
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Re: Quality Node Drift Thread

Postby VDZ » Sun Mar 21, 2021 11:37 pm

The big problem with quality node drifting is that quality checking is a tedious process. Currently, you can organically stumble upon a quality node for a lot of stuff by just happening to be in the right place when foraging/hunting/collecting water/etc. If the nodes drift, you need to look for new nodes all the time to maintain any reasonable quality. This doesn't really harm people who use bots to find the best nodes (and in fact, this would just increase their advantage), but it would be very unfun for other players; it would add significant tedium for villages, and it would be hell for hermits.

I do think it's okay for some resources, though, notably animals: You already travel around looking for animals to hunt, so the quality node being stuck in place isn't as important there.
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Re: Quality Node Drift Thread

Postby MagicManICT » Mon Mar 22, 2021 10:22 am

Better to use something like the old civilization system to depress overused nodes, I think. Animals (foxes and bigger) could range from about level 3 to 10. Near heavy populated villages, they tended downwards towards 3 and lost quality (and relatively, difficulty). Much like now, nobody really wanted a q60 bear. Acre clay lost quality when ever someone dug on the node. (I don't recall if ball clay did or not off hand.) Of course, this leads to node camping and protection so that others don't come in and grief the node and depress it clear down to q10, but a high enough quality node is still protected as best as possible... it's just a matter of if you can wall it off, or if you do your best to catch poachers.
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Re: Quality Node Drift Thread

Postby VDZ » Mon Mar 22, 2021 1:33 pm

MagicManICT wrote:(I don't recall if ball clay did or not off hand.)


It did.

One disadvantage of the 'any usage causes depletion' system was that it encourages hostility towards other hearthlings. People would kill you just for being nearby, because your very existence - in the form of basic play activity - harmed their nodes.
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Re: Quality Node Drift Thread

Postby jock » Mon Mar 22, 2021 2:22 pm

Part of why questing should refresh nodes like i said in my post.
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Re: Quality Node Drift Thread

Postby MagicManICT » Tue Mar 23, 2021 9:44 am

jock wrote:Part of why questing should refresh nodes like i said in my post.

That might not actually be a bad counter-mechanic. Seems a bit random, though, and the current +1q rewards for quests are pretty meh. I haven't seen that make any real difference, at least.
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Re: Quality Node Drift Thread

Postby jock » Tue Mar 23, 2021 10:15 am

MagicManICT wrote:
jock wrote:Part of why questing should refresh nodes like i said in my post.

That might not actually be a bad counter-mechanic. Seems a bit random, though, and the current +1q rewards for quests are pretty meh. I haven't seen that make any real difference, at least.



it's to spread, changing to type e.g. bird, small animal, tree, flower etc would fix that issue.
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