The assumption was that is an additional form of game play that is to be added but that they are mutually exclusive. One does not affect the other and both forms are nice.
Also this scavenging of found items was not and is not contextualize as “unfortunate players hard work.” It was a result of a person leaving the game and letting their beacon expire. Some might have worked hard, some might have done little, some might have been given that beacon and done nothing. But that person allowed the beacon to expire and an explore should not be at fault for that. From some of the threads I read, of course conversation was brought up about the person that lost the items. Various suggestions and ideas were presented but nothing ever finalized into a good feature and people focused on growing and brining in features what would keep new players coming in.
The player id is probably already there at some level from the beacon permission design even if it is at the grander plot level. But, I am certainly no expert on the regen process so I don’t know if it is a few lines or a lot of lines.
The key thing is currently the beacon dies and all plots disappear while regen happens over a 4-12 hour process (if I remember right) and then resources are applied. So you would have to do your tally basically instantly after the beacon expired and before the plots were removed. That is the server hit that is not good.
The only option otherwise is to then have to keep the plots there even though the beacon isn’t fueled which means you have to create a whole new model of “plots” that allow regen and counting of items over that 4-12 hour process. And that probably isn’t a few lines of code because it is a different game mechanic.
But how do you decide who let their beacon expire because they were in the hospital versus who let it expire because they were tired of living in that area and decided to exploit this game mechanic to make it easy for them to move around from planet to planet? Whether it was slow or fast they are still using the feature in a way it was not intended.
We’ve seen many people exploit mechanics in this game to get the most benefit. That is fine in some cases but causes big problems in other cases.
“issue” probably wasn’t the right word in the context I was trying to be in – I meant “concern.” And I said “wouldn’t” when I should have said “would”. From what I understood it goes beyond just indexing so there are other concerns. But I would need to request some direct time with Ollie or someone to understand much more on a technical level and the impact either way and to see if this is a minor or major feature change.
Yeah certainly a large group has left and that is bigger than those that stayed. Of course I don’t have the actual numbers of people that left because they “lost stuff” versus the amount that left for the 50 other reasons they didn’t like the game. If we ever had those numbers the “lost stuff” group might be bigger or smaller than expected. People didn’t worry much about it because the amazing thing is that the world regenerates and all that stuff can be acquired again or bought or traded especially since when the person came back they were at the same level they were when they left. So getting your stuff back was certainly much faster…
But the point I was trying to make about the “larger win” and why new content and gaining new customers was seen as important is because the “largest group” is those that haven’t played. They dwarf even the amount that have left game and still play the game. So people wanted to iterate the “careful or you lose your stuff” notifications and continue to grow the game in ways that attract people to stay playing and bring in NEW people.