Well, yet again the option I want is not on the poll Intrepid have mentioned that resources in Ashes will not be static. The decision for me is between highlighted and non-highlighted mining resources. Like the herbology poll, I'd prefer mining nodes to not be highlighted, but to be easy to identify if you know what you're looking for.Subtle but not impossible to find
I would like to see mining for resources actually mined in a mine.
The problem with mines is there's gonna be people camping those mines 24/7 and casual crafters won't be able to get shit A mix of both would be nice.
My take would be to not have the run of the mill solution for resource gathering that has become the norm of so many games. It would be a shame not to take advantage of the current development tools and animation capabilities and provide a basic solution.
I think it's important that nodes aren't too difficult to identify but locations should be at random and I believe that's the way Intrepid intend to do. It would be cool if Metropolis needed X and you knew X was in a particular area but not sure where. Then as you walked up to a dark tunnel brimming with shinies you saw words carved into the woodwork. "BEWARE the Tomb of Nagash."
With the few comments we have had so far from steve regarding mining the hint has been that a node will become depleted, how long this will take is any bodies guess at this stage. Nodes will then respawn elsewhere or it might take sometime before it reappears, there is so much we simply don't know at this stage.Gathering will involve much more than just hitting a node, perhaps animal husbandry could breed better animals for fleece, vegetables, even some ingredients for alchemy could all be produced on a farm. Creatures could also provide a source of materials, not just skins, pelts, and meet, but other elements, plant based creatures may provide food stuffs, alchemy materials etc. Why does the only way to obtain raw materials have to be from tapping a node.