Raven016 wrote: » The Land management is in the game with a purpose. What the purpose is I cannot say for sure. - maybe is just to force players to explore and move to new locations, because change and variation is healthy. - or maybe is there to create scarcity which leads to conflict between players. In this 2nd case, if the rule would not apply to fishing and hunting then it would be a loophole in the original intention. Let's see how much PvP Steven wants to enforce onto players. I have the feeling he is getting more tolerant as he ages and gets more employees (who don't like scarcity). Until the game releases, he might have a different stance than 7 years ago.
Kilion wrote: » I think it might have been in the season showcase or the gathering preview but it was definitely mentioned that gathering a lot of materials in an area will impact local fauna and flora. And I can think of a few ways they can actually accomplish that, especially since the dynamic event system already provides the technological basis to track these kinds of activities and act upon them. Examples: Overfishing & -hunting an area: If the kills per hour of prey animals remains high for a period of time in an area, hunting animals become "starved" which makes their behavior pattern towards players hostile and could boost their fighting power in the beginning and gradually drain it the longer a fight lasts. Taking a lot of minerals/stones from an area could cause goblins or other humanoid creatures in the area who like shiny stuff or need the resources themselves to send out hunting parties to "secure their turf". Equally in an area with elementals the rock elementals might become angry because iron deposits are what new elementals are born from or something of that sort Overfishing in general: Taking too many fish out of the water could cause gatherable plants in rivers / lakes to temporarily increase. These however HAVE to be taken out of or they basically die off because they overgrow otherwise (in nature this would be due to too much oxygen absorbtion). The water basically becomes uninhabitable for plants and the remaining fish alike. If that stage is reached, very strong necrotic slimes made up of dead fish and plants could spawn on the banks of the river / lake in search of more to devour. They are hostile to anything and pretty strong but they would also contain some nice loot. Since all the dead material would leave the waters that way after some time normal fish and plants could repopoulate the waters previously affected. These are just examples of what I could imagine to be ways to react to over straining the resources.
Enigmatic Sage wrote: » quick question, when we say fishing are talking about a generalisation or something specific like deep sea fishing, coastal fishing, fish farming on freehold?
Sathrago wrote: » Raven016 wrote: » The Land management is in the game with a purpose. What the purpose is I cannot say for sure. - maybe is just to force players to explore and move to new locations, because change and variation is healthy. - or maybe is there to create scarcity which leads to conflict between players. In this 2nd case, if the rule would not apply to fishing and hunting then it would be a loophole in the original intention. Let's see how much PvP Steven wants to enforce onto players. I have the feeling he is getting more tolerant as he ages and gets more employees (who don't like scarcity). Until the game releases, he might have a different stance than 7 years ago. So thats the interesting thing, would it not stand to reason that fishing in the untamed oceans will be unlimited and without land management?