Resource Regeneration Idea.
Posted: Mon May 17, 2010 7:59 am
I hear alot of people complaining about it and personally I think it's messed up how I can never get whitebirch because all the damn trees are cut down.
Make a new formula for resource generation, make it dependant on the amount of ore/lumber/fish already missing from the diamond/whitebirch/sturgeons spots and if possible, also dependant on the amount of ACTIVE people online in that map who have level 95 or higher in that particular job. The regeneration is independant for each map!
For example( just an example, I don't know the times ): A whitebirch tree respawns 4 hours when all whitebirch trees are full. When it is the only tree cut down, it will respawn for 4 hours but when there is for example another tree cut ( doesnt have to be down yet ), this and the other tree gain additional regeneration speed. For every 10% cut off every tree the other trees' respawn time will be shortened by 1%
So if there are 4 trees cut down completely the respawn time of those trees has been shortened from 4 hours to [ 4/100% x (100%-300%/10%) ] = 2.8 hours
4 represents the original respawn time, the 300% represents the 300% of 3 trees cut down ( it won't be 4 trees because the tree cut down cannot affect itself )
Now you could also add in the number of jobbers who are online in that map, for example if there are 10 GM Lumberjacks online at the same map and ACTIVE(to prevent abuse) the respawn time will be shortened by for example 1% for each GM meaning it would take 10% less time to respawn.
This would supply more resources as more people are gathering them. I realise in real life resources don't just simply regenerate on demand, but this is a game and everyone wants to have an enjoyable jobbing experience instead of being unable to do sard quests/ craft high level items.
Please, discuss.
Make a new formula for resource generation, make it dependant on the amount of ore/lumber/fish already missing from the diamond/whitebirch/sturgeons spots and if possible, also dependant on the amount of ACTIVE people online in that map who have level 95 or higher in that particular job. The regeneration is independant for each map!
For example( just an example, I don't know the times ): A whitebirch tree respawns 4 hours when all whitebirch trees are full. When it is the only tree cut down, it will respawn for 4 hours but when there is for example another tree cut ( doesnt have to be down yet ), this and the other tree gain additional regeneration speed. For every 10% cut off every tree the other trees' respawn time will be shortened by 1%
So if there are 4 trees cut down completely the respawn time of those trees has been shortened from 4 hours to [ 4/100% x (100%-300%/10%) ] = 2.8 hours
4 represents the original respawn time, the 300% represents the 300% of 3 trees cut down ( it won't be 4 trees because the tree cut down cannot affect itself )
Now you could also add in the number of jobbers who are online in that map, for example if there are 10 GM Lumberjacks online at the same map and ACTIVE(to prevent abuse) the respawn time will be shortened by for example 1% for each GM meaning it would take 10% less time to respawn.
This would supply more resources as more people are gathering them. I realise in real life resources don't just simply regenerate on demand, but this is a game and everyone wants to have an enjoyable jobbing experience instead of being unable to do sard quests/ craft high level items.
Please, discuss.