You're right, I am not too sure how difficult it would be to implement that. Essentially it's just the quality nodes themselves that would be alternating position, given how nodes already have a gradual increase/decrease over a particular distance I don't think it would be too difficult to have those alternate their positions. I guess the greater difficulty would be dealing with how the quality node alternates to the appropriate terrain/biome in which the animal related to the node can actually spawn on, or will it simply be moving in a particular direction ignoring all unrelated states such as water until it reaches a point where the animal can spawn.Vraatjuh wrote: 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.
They did have similar implementations in the past however such as with creature levels, in which civilizations determined the creature levels in a sort of circular radius around the civilization or something like that. Animals closer to Brodgar or a village were lower in level and animals further away were higher in level.