Resource Spawn Random

Will resource spawning be completely random or will it depend on region? For example will some resources (let's say spices) be more common in southern zones than northern zones? To me it seems if, at least for some resources, they spawn non-randomly it would encourage longer caravan routes.

Comments

  • I am actually beginning to wonder if there will be seasonal biomes.
    Some areas will be rich in a resource that others lack.
    The only way to prosper in such conditions is mutual trade across all regions.
    Just like real life really.
  • @Rune_Relic I think they could create creatures, which live only in areas like a desert or sth. like that. If they are important for everyone, the people, who live in this area, aren't going to be poor.
  • Honestly its kinda to early to say. However it would be wierd to add seasons and not capitalize on it ;) So theres probably gonna be biome specific mobs, resources etc. and to tie into that seasonnal stuff that only grows or happens around a certain time.

    I'm really looking forward to hearing more about this from the devs.
  • [quote quote=2879]Honestly its kinda to early to say. However it would be wierd to add seasons and not capitalize on it So theres probably gonna be biome specific mobs, resources etc. and to tie into that seasonnal stuff that only grows or happens around a certain time.

    I’m really looking forward to hearing more about this from the devs.

    [/quote]

    i believe i saw/heard somewhere that some mobs will be seasonal specific.
  • [quote quote=2881]Julemanden wrote:
    Honestly its kinda to early to say. However it would be wierd to add seasons and not capitalize on it So theres probably gonna be biome specific mobs, resources etc. and to tie into that seasonnal stuff that only grows or happens around a certain time.

    I’m really looking forward to hearing more about this from the devs.


    i believe i saw/heard somewhere that some mobs will be seasonal specific.

    [/quote]
    Makes perfect sense :) As I said why have a seasonal system if you don't use it for anything?
  • exactly, ores such as iron and copper etc probably be static or limited to x region, where things like ingredients for potions etc would be seasonal
  • https://www.ashesofcreation.com/our-immersive-world-environments/
    If you have a careful read of the last blog, it kind of implies the desire for such, if not explicitly stated.
  • Great idea.
    I had to delete my text several times, not knwing what to write! :D

    I really like the idea / concept. I would love to see different Node visuals. For instance, a desserted Node should have a different feel to the typical 'western' one. Buildings should look different. Since temperatures are fairly high in these regions, the market should be outside like a bazar - at least in the beginning. Overall I would love a different architecture in these regions.

    Trade should and must be a major aspect of overall Node governance! Regions with an abundance of ressources are likely to become wealthy in a shorter amount of time but at the same time those zones are also more likely to become occupied by foreign forces, hostile players / beasts / guilds yada yada.
    A difference in ressource distrubution and availabilty is a great extra! Trade routes can be build on these relationships. Maybe a guild could even have several Nodes - specializing in 'weak' regions.

    ~ Zention
Sign In or Register to comment.