That would actually be a plus too, people need to move out of their main area but they do not drain the resource pool too much.
1 week was actually the time we set for regeneration on a faction server I played on once. As long as there is enough space, slow regeneration should not be a problem.
Indeed. I agree that you shouldnt be camping one spot. But we already have regeneration which will change the spawn of rare materials within certain zones, i find it to be a fine balance for the regen time to be put on top of that. Again if we talk a single person it would be fine. But with too many people and too small an amount of resources a too long respawn on top of that would just make it crash.
I dont really think the inviromemt will be vandalised people dont buy a game to vandalise and grief they buy it to play it i still stick to a week or month
Thatās a very utopic world view. There are people who just want to destroy. They get their fun when others suffer. And it wonāt be different in Boundless sadly.
Resources are on separate timers but world gen blocks are not. These are going to be the mass of what people are building larger projects with. Thatās not such a worry with the current player base. Once we add a few zeroes to the end of that number itās gonna become a more serious issue.
I like the idea of things lasting for up to a week. It makes the world feel more ārealā. On a practical gameplay/design level, I donāt think it should last longer than a day or two.
(assuming resource veins regenerate more frequently than regular blocks)
I find it unlikely that players will clear every single block in a spawn region for a resource, no matter how densely populated the worlds become.
As players figure out how regeneration works, theyāll realize that the way to optimize resource spawns is to leave the base blocks alone as much as possible, and only mine the resource
Resource regen is configurable so can be adjusted over timeā¦
I was actually considering strip-mining the hell out of an area just to try and sell the basic resources. Not very profitable compared to gems an such, but people will eventually tire of getting their own basic building resources ⦠especially for bigger builds! Although Iām guessing this will not be vey practical in the early game due to weak tools and slower mining.
Iām not really sure whether the resource regen rate needs changing just yet. I guess a more informed decision would come down to how many starting servers there will be at launch, and player populations and dispersal on those worlds.
I havenāt gotten into this discussion yet because there arenāt really any non-basic resources in the game. Once these are imported, I think people will have more solid ideas on the regen time. Or at the very least I will.
Is it possible to have players rated some how so that those with GOOD reputation are a lower priority to regenerate than players with a POOR reputation?
For example, a known griefer would find that their works outside of beacons are removed much faster than a reputable builder making highways to popular beacons.
Iām not advocating for a player based rating system, which can be vote brigaded, but a flag system that would be investigated by an unbiased or paid game master of some sort (assuming there is some sort of moderation team⦠right?)
See, my own old server would ban on a first offence. But, in a game like Boundless thatās probably not a good practice since youāre now preventing others from playing the game how they want to, even though it may be toxic to other players. I think for the most part you can control griefers in a different way, but that tangent goes wildly off topic. In short, āknown griefersā should be IMO be tracked not banned or jailed.
I agree, but I also think it needs to be something that is not visible to the general player, as this may prompt spiteful players to make false claims on somebody who is borderline. The affected player alone should know their approximate decay timers. Perhaps BEST behavior could have effectively no decay timers, IE several days-weeks unvisited before unbeaconed builds fade where as WORST behavior gives minutes or seconds until decay (among other debuffs and constraints).
Of course, we donāt even know if that is possible with the regeneration programing to prioritize based on player ratings.
Honestly I donāt think this would have any impact on griefersā¦in fact, it would just give them a new target - the bridges or whatever built by people with good reputation. But imposing a punishment that blocks building efforts will do nothing against people who like to destroy.
And I donāt think the concept of āgood behaviorā and ābad behaviorā needs a HECK of a lot more exploration if this idea is put into practice. And even then it seems hard to program regen to be player specificā¦at least in my mind, donāt know the real code (obviously).
Yep, I fully agree. That only serves to counter placement grief, not destruction grief. A sort of break speed fatigue would help with that, but who knows. The concept is certainly worth exploring in more detail.
Yeah⦠The whole āgriefing vs gameplayā is a pain to deal with. A thing that comes to mind was a guy who decided to build a huge wall around his temple. He didnt have any ill intentions but that could be something people would go like āBut he is griefing cause he is making a wall we cant get past!ā
also as you mentioned. even if natural regen doesnt destroy the roads there will still be griefers. which is why i always advocated for beacons made for infrastructure. but that is another discussion entirely.