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Also if you timestamp videos in the Forum YouTube player it doesn't go to the timestamp nor show it, for future reference. I saw it in the quote though.
Thank you
Some posters here definitely have very strong and valid reasons why this would be able to cause frustration to other players, but I'm not sure it wouldn't be 'frustration through the node'. Their day-to-day wouldn't be more affected than just 'respawn timers lower than the demand for gatherables', which would happen either way. Being able to frustrate 'the node object' is possible far more
easily
than frustrating individual players anyway.
If I'm a master wood gatherer who works in the forest, the forest being stripped down and having stone nodes with faster respawn times in the area absolutely is felt by me on the individual level. I also just realized that this system promotes the resources with the highest demand to be the one's farmed, meaning that players are literally incentivized to gather all the most valuable type of resources the most. Undoubtedly will be a problem unless they provide positive externalities and let players actually defend their node.
Also, does is matter if it's felt most on a node management level? Mayors aren't just coming up with cool tournaments for players to do every week. Mayors are what determine whether their node is being sieged or if they have enough players in the node providing enough XP so the node doesn't atrophy. If mayor's can't manage their economies then that will eventually trickle down to the individual player's experience when their node gets destroyed or they lose access to content they wanted to keep.
Basically, I don't see an innate flaw in the system relative to their obvious goals, nor do I agree that most of the problems people have noted
would happen
based on developer statements. There are certainly some things that Steven desires which will frustrate some player types, and arguments in that vein, I probably have no comment on, but
the system itself
does not inherently contain certain issues unless we make assumptions about what exactly causes entirely negative effects.
It's a system that can easily fall to the tragedy of the commons, and it's incredibly worrisome in a sandbox game. I want to hear more about this system, because it isn't due to paranoia that people are scared this system will fail.[/quote]
Then my only question to you is, assuming the respawn timers are somewhat slow.
Doesn't the same thing happen, almost WORSE, with no Management system?
Let's assume 40 spawns, you CAN gather all in 15 minutes alone.
Seven different master wood gatherers come to this node because it is known to have 40 spawns and they can make money. Nodes respawn... say every 20 minutes.
If everyone knows they can never lose out on this if they have the place to themselves, nothing will ever change, then they stick around.
You log on, there's nothing to gather because two other gatherers just split the 20 spawns and now there's nothing for you. It's pointless to try to join in and compete with them, and you don't want to kill your NodeMates.
Every time a new person 'learns that there are a static 40 respawns of this cool thing they want near this Node' they head here. Then they complain about how 'everyone else is always taking the spawns', but no one leaves because they feel 'well I just have to not flinch and I'll get them'.
The Land Management system is there to say 'no, screw ALL of you, you can't win by not flinching, LEAVE'.