πŸŒΌπŸ‘‹ Dev Discussion: Gatherable Spawning System

Post by Vaknar on 2025-03-13 18:13:26

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Post by gforce99 on 2025-03-11 02:08:59

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Post by Vaknar on 2025-03-13 18:16:39

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Post by Ludullu on 2025-03-13 18:19:13

I'll just copy my pylon suggestion here, cause it includes everything that I want to say on the topic.


Resources should be respawning within their general regions (i.e. willows by the rivers, minerals closer to mountains, etc) with a 2+-1h timer (could be faster, if testing shows that's better). Their rarity should be completely randomized on each respawn.

We should have 3 types of pylons. One is a research pylon, the other is quality and the third is quantity.

Research pylon should have a fairly big radius, fairly cheap cost, some reusability (either limited uses or fix requirements) and tell you how many resources will spawn in that radius within the next 3h. Could potentially show their rarity, if the pylon was of a high-enough quality.

The other 2 pylons would become "artisan events". Once a player places one of them down, other players in the vicinity would see it as an artisan event circle on their map for the duration of the pylon.

The quality pylon should immediately make the respawn of the resources longer (so they'd be rolling the +1h rng window, up to the max of 3h from their initial respawn start time), but their quality would be a step above whatever they would've been normally (could be more steps, depending on the quality of the pylon).

The quantity pylon would give the -1h roll and would obviously increase the quantity of gatherables. If a respawn was about to happen in, say, 2 minutes and the rng roll for the -1h hit that respawn with 58+min - the resource should immediately respawn.

The pylon durations themselves should be determined by their own crafting materials and they should also be their own things, rather than linked to the player's character (cause I fucking hated that my pylon would go away on relog/crash).

I think this could be a good way to not only let players control their gameplay more, but would also create a caravan-like artisan-based guild/group event, where you can get a high return on investment as long as you can defend it or use it at an opportune moment. And the research pylons would allow solo players to try and hunt down a good gatherable respawn w/o activating the event.

Imo this would be a much better approach to creating pvp around gatherables, rather than letting bots relogin next to a staticly-spawning resource. And to just clarify, imo this should not be a pvp zone, cause otherwise you'd completely cut off any and all solo players and even small groups of gatherers.

The gameplay would go down smth like this
  1. a gatherer comes up to a mountain
  2. uses a research pylon
  3. sees that there's gonna be a few rare minerals respawning within the next 3h
  4. gatherer asks their guild/friends how soon they can come to that spot to defend it from competition
  5. if they are close and/or if the research showed that the spawns will have high rarity - the gatherer uses the quantity pylon
  6. otherwise they could use quality, to get the best return on investment or if they just have enough time to wait
  7. everyone in the vicinity now knows that there's a potentially juicy gathering spot nearby and can react to that in an according manner
  8. Ashes gameplay ensues
Pylons could be specialized (i.e. for trees, flowers, mining) and craftable either with items from a different specialization or from the same one, depending on how cross-profession Intrepid want this activity to be.

Post by Neurotoxin on 2025-03-06 22:02:57

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