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Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
[SUGGESTION] How to Fix "The Copper Problem"
raziel444
Member, Alpha Two
Implement a low percentage chance to find copper while harvesting from stone nodes. E.g. a 5% chance to get a single copper ore alongside the standard drop of Basalt or Granite - tweak the percentage as needed to get desired results.
This will encourage players to harvest stone to supplement copper stores when it is otherwise in short supply, and it will free up resource nodes to be able to respawn as other material types which will create additional copper nodes in a more organic/distributed fashion. Even if that isn't how it works, the suggestion is still valid, just not necessarily as effective.
I'm speculating how resources work: copper spawns with X% chance on a given resource node, which is a relatively-lower chance than other resources. A person looking for copper (not stone) will harvest all copper they find, but harvest none of the stone. That means that each node that is removed will eventually respawn, but with an increasing likelihood of being stone over time.
Eventually, this means that all resource nodes in an area are effectively "stuck" on stone until someone comes around and clears them. If that is the design pattern, then you have to incentivize players to clear the stone or it will always eventually result in this outcome over a given period.
This should also reduce the ability of guilds to rapidly deplete whole areas of copper by randomizing when copper is likely to appear.
This will encourage players to harvest stone to supplement copper stores when it is otherwise in short supply, and it will free up resource nodes to be able to respawn as other material types which will create additional copper nodes in a more organic/distributed fashion. Even if that isn't how it works, the suggestion is still valid, just not necessarily as effective.
I'm speculating how resources work: copper spawns with X% chance on a given resource node, which is a relatively-lower chance than other resources. A person looking for copper (not stone) will harvest all copper they find, but harvest none of the stone. That means that each node that is removed will eventually respawn, but with an increasing likelihood of being stone over time.
Eventually, this means that all resource nodes in an area are effectively "stuck" on stone until someone comes around and clears them. If that is the design pattern, then you have to incentivize players to clear the stone or it will always eventually result in this outcome over a given period.
This should also reduce the ability of guilds to rapidly deplete whole areas of copper by randomizing when copper is likely to appear.
0
Comments
Nothing to see here citizen, move along.
Static respawn locations and long AND static respawn timers for resources for all gatherable resource have to go before we can even start thinking about "testing the economy". Unless we intend to continue with the "log out at a known respawn location with a watch in your hand" 'meta'.
Blown past falling sands…