Simple but I feel worthwhile ideal here:
Create a set of resources that spawn in public rooms with the correct flags randomly until a certain number X are unharvested somewhere in game. In order to acquire those resources for crafting or magecrafting, people would have to go out and explore the grid and find them. This could be done as exploring with friends or alone, giving folks something interesting to do when there aren't RP opportunities. It also would help our awesome grid get better utilized and known.
My thinking is that certain resources with a high X would be easy to find, and that others with a lower X would be extremely hard to find, requiring a lot of searching to find and gather. That'd give a way to make sure that higher utility components sell at a higher cost and do not flood the market.
You'd probably want some sort of timer of a few hours before an ingredient respawns in a new location after its harvested too.
Thoughts? I think the "something fun to do if no one is on" issue is a good one to address, as I know it costs us players.
Havenger Scunt
Okay, say I want to find some unobtanium to make a really skookum sword. Now, because unobtanium is pretty rare, there will only be a maximum of two nodes of it in game at any time. Knowing that unobtanium is only found in hills and mountains, I go searching all the public hill and mountain room and eventually find a node of unobtanium. Once I harvest the unobtanium, a new one will spawn two hours later in a random hill or mountain location.I wore an onion on my belt, which was the style at the time...
That make sense? Sorry if I'm still not clear.
This seems a little too gamey. I'd rather wait for harvesting skills (i.e. mining) to be more properly coded. I've seen the 'scavenger hunt' style thing on another game, and it's really no fun and rewards people that just run around grinding all day instead of RPing.
It doesn't have the same kind of anti-grinding measures (i.e. pool/XP costs) that an actual skill gives.
It doesn't have the same kind of anti-grinding measures (i.e. pool/XP costs) that an actual skill gives.
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