Animal quality node randomization

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joojoo1975
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Re: Animal quality node randomization

Post by joojoo1975 »

DDDsDD999 wrote:Sounds shit. You still leave a monitor bot on nodes. You just need to find a new node every [time interval].
I agree with the fact that Botters will find a way to Bot
DDDsDD999 wrote:Or just make every animal a completely random q.
Totally Agree. but within limits? unless the Q is also based on % chance to spawn. IE a bunny of Q300 only spawns 1 every 300th time? Either way, I really like total random Q's
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joojoo1975
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Re: Animal quality node randomization

Post by joojoo1975 »

Oh yea

+1
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Vraatjuh
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Re: Animal quality node randomization

Post by Vraatjuh »

Any topic about randomizing animal qualities is a +1. Such a neccessary change, for years already.
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Oldimaru
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Re: Animal quality node randomization

Post by Oldimaru »

Vraatjuh wrote:Any topic about randomizing animal qualities is a +1. Such a neccessary change, for years already.
True!
I want to random q more than movable nodes, as if they moved, then we require a quest system rework in the same patch. To avoid a situation where you raise your local moose Q to 999 and he just migrate to snail :(
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DonVelD
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Re: Animal quality node randomization

Post by DonVelD »

DDDsDD999 wrote:Sounds shit. You still leave a monitor bot on nodes. You just need to find a new node every [time interval].

Actually good idea: Turn nodes into set values for provinces. So in Province A every bear is Q150, moose are q100, in Province B every bear is Q250, moose are q50, etc. And make peak quality more frequent.

Or just make every animal a completely random q.
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SnuggleSnail
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Re: Animal quality node randomization

Post by SnuggleSnail »

DDDsDD999 wrote:Sounds shit. You still leave a monitor bot on nodes. You just need to find a new node every [time interval].

Actually good idea: Turn nodes into set values for provinces. So in Province A every bear is Q150, moose are q100, in Province B every bear is Q250, moose are q50, etc. And make peak quality more frequent.

Or just make every animal a completely random q.
+1 to this

I rly think the majority of people's problems with animal quality nodes is just how big the variance and how rare high/topQ is though. Literally 49/50 mammoths are completely worthless for industry.
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Nocturnal-Rainbows
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Re: Animal quality node randomization

Post by Nocturnal-Rainbows »

Why can't we just have it be completely random?
I see literally no downside to it. Quality nodes for animals don't need to be a thing at all. I'd rather see every animal that spawns be given a totally random quality.
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Kaios
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Re: Animal quality node randomization

Post by Kaios »

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.
Vraatjuh
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Re: Animal quality node randomization

Post by Vraatjuh »

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.
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Re: Animal quality node randomization

Post by terechgracz »

Implement ecology system with spatial and temporal interactions. Quality of herbivores is higher when there are a lot of carnivores. Quality of carnivores increases with quantity of herbivores. Implement spatial interactions like migration using Brownian motion. Implement lotka Volterra equations for temporal interactions between species. Simulate thoroughly to be sure system is cyclical and doesnt converge to some unfun equilibrium. You can add god-ecology interactions to keep species from going extinct.
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