At some point when the player base grows, the amount of exos that do spawn will have to increase greatly.
I feel as though a good solution for right now would be for there to be more exos on a more regular basis. Perhaps with them being here for a shorter time.
Edit: Perhaps another good way to resolve this would be to change the way an exo is entered. Perhaps you having to enter it with say 10 total players at one time? That way it makes guilds more relevant too?
Surface resources are “easy” to find because of the Atlases. This is something I had also thought about that would slow down the “early players” on an exoworld. Disabling fluids from atlases would be a trivial change.
Additional: Although whilst it would slow down the “early players” on an exoworld, it would also make it harder for the “later players”.
It’s possible a change like this would still leave players feeling frustrated that the fluids were hard to find.
I think @Stretchious post really brings up two different questions that need to be addressed:
item gathering for active versus casual - maybe the atlas idea solves that but it does hurt everyone.
items that are rare or specific in nature that have properties that make them harder to handle - this opens up a whole new area of game play and is in alignment with other features like planet atmosphere.
I think #1 will go away over time and isn’t as critical only if things change in a few months after the new items being out. #2 I think it a good opportunity to grow content for the game in the long run.
It is true one person can bank 1000s of liquids if they get to the exo early enough allowing fellow to have many and most to have none. Only fix i see for this is having it on permanent planets with a respawn time. Something needs done with exotic yams too.
I’m split straight down the middle on this one… I enjoy farming, and I’d love to get my hands on the liquids… I’ve tried the exos but they have been bare each time. I’d love to be able to get my hands on enough to set up a nice large farm. In this respect I think upping the spawn would probably work best [EDIT: taking it from atlases probably beats upping spawn] - it doesn’t mean that more people will get their hands on the fluids necessarily, but it does mean that somewhere someone will drive the price down to sell volume.
On the other hand, ain’t no Oort ever died from hunger because they didnt have resin! The fluids have just become the latest in a long line of highly sought after and over-farmed resources. Remember fibrous leaves at launch? remember the yellow orbs? Advanced coils? Bitter beans and reactive lamellae? There needs to be something in the game that is hard to get, to give you something to work towards. How rare it is can be a good debate, but this half of me feels that everybody swimming in a petrolim pool at home is the whole Max-forge-hammer-on-diamond-planets thing all over again. Right now you are paying through at least one of your ends if you try to buy this stuff on the market. Those who have it have an edge, those who want it right now will have to sacrifice quite a price to get them. 2-3 months down the line the super-eager liquid looters will have chilled and these resources will just be another thing sitting on a shopstand. Because if everyone has a 10k field of each resource, are you really gonna spray that whole thing each time?
It is a tough call… I think I’d lean this way, still, and remove it. At least on the resin, I got on without an atlas to one last night and still got over a smart stack fairly quickly. It was pretty easy to spot at a distance I thought, so long as not surrounded by trees.
But also, it will encourage exploration. I know some won’t appreciate that, but I wish more folks would take time to just savor these worlds and take it all in… they’re so pretty and often quite unique.
While I appreciate the intent of the ideas in this thread, they do not address the issue of demand. Many threads I see discuss supply-side fixes, that is, reducing or limiting the players ability to gather resources.
With a small player base and an oversupply of inventory, it is absolutely critical to increase demand. We need a directory to find and buy goods directly from shop stands. We need to have a quest system to stimulate consumption. Lastly, we need new industries/markets like armor, clothing and the like to further stimulate consumption.
Removing a resource from an atlas doesn’t make the game more fun. Just like limiting meteor resources when players take the time to work together to setup a raid. Fun is ultimately the goal. Instead of attacking the problem from supply side, I strongly encourage the conversation to be about how we can get the economy to work for us.
I don’t remember who suggested that, but if it would be possible to make them regen in a rng manner, this might solve the problem of beeing none after an hour.
Rift and Blink don’t vanish from the planet in 30 minutes or even 2 hours. I think it is more an issue of how easily a planet can be depleted of this resource. Being a hardcore player also has nothing to do with this. The ability to gather these resources is more akin to a Gleambow race than the way other resources work.
I have just decided to buy the liquids I want versus worrying about being able to gather them myself.
There already is a debuff… it’s called other players. This thread just looks at addressing a balance so those that don’t get to pick up any of the item they want, have a chance to do so.
There are some other good suggestions in this thread, so I’m glad I started it off
But there’s still the resource (resin, petrolim) on the planets though?
Instead complaining about it on the forum go get it? Because I’m 100% sure someone out there is farming it right now. Granted it isn’t as easy to find compared to at the start
I think the issue with just adding more is that the actual problem would not be solved. Essentially, I would see this as the initial gatherers just obtaining more. These liquids are just too easy to gather in the first hours of an exo appearing.
I want it to be more abundant so it’s more affordable in shops. The more there is of a material the lower the price will be. That’s just a fact about economies. It isn’t like it’s a commodity item or something.
Having more EXO worlds spawn than just 4 in a week could help out too. 1 Blink and 1 Rift with 4 randoms. All having those EXO liquids on them along with other stuff.
First, I am not complaining. I am stating why your comments about it being the fault of the non-hardcore was inaccurate. Second, I have tried and decided that it was something I would rather buy than rush to obtain, you know - the economy.