Tephra, Gabore and Ironwood trees all feel WAY too slow in their regeneration rates. I haven't timed resource regeneration yet but I've noticed the same tephra or gabore rock will stay down for many hours. We have a guildy timing an ironwood tree right now and we're at 6 hours with no wood. I can understand that if we make a tephra rock give 4000 tephra every hour that it may defeat the point of certain resources being limited in availability but there are other ways to do it.
Right now I'm guessing you're running one of these two systems:
A. Resources are on a timer. Rare resources are on a long timer. The problem with this system is it's going to to lead to a meta of discovering the timer, draining the resource, and then being back to harvest it as soon as it comes up. It kills conflict and just gives some guilds massive economic boosts they don't really have to fight over but are getting in a fairly underhanded way.
B. Resources have a set refresh time. Rare resources have a set refresh time set further apart. The problem with that system is it becomes like a content schedule in ArcheAge. Once the time is discovered it will be like "Your guild needs to log in a 13:00 GMT to do Tephra or you aren't relevant!" Absolutely screwing certain timezones and making people schedule their life around a game.
Let me suggest two alternative systems:
C. Resources are on a timer. That timer could be as frequent as 15 minutes or infrequent as 3 hours but no longer than three hours. The difference between a rare and non-rare resource isn't their timer, it's how much of the resource gets refreshed each cycle. The benefit of this system if players will figure out the timer, and they will treat it like an event, but it's more a constant event that makes people constantly fight over things like the GK mineshaft or tephra crater. Your guild doesn't have to worry about showing up at 13:00. There will be more frequent spars for smaller resource amounts, driving conflict. The downside to this system is it feels super artificial.
D. There is a constant resource trickle into every node. The rarer the resource is supposed to be the slower the trickle. The problem with this system is that you'll get some people that just sit there draining the resources every few minutes and it could make tending valuable resources a chore. The benefit of this system is it's still better than A and B in my opinion, and it feels the most natural. As far as non-renewable resources like ore renewing themselves can be said to be.
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Personally, I'm a huge fan of C since I think it's going to provide a lot of good PvP content and is the least tedious.
Right now I'm guessing you're running one of these two systems:
A. Resources are on a timer. Rare resources are on a long timer. The problem with this system is it's going to to lead to a meta of discovering the timer, draining the resource, and then being back to harvest it as soon as it comes up. It kills conflict and just gives some guilds massive economic boosts they don't really have to fight over but are getting in a fairly underhanded way.
B. Resources have a set refresh time. Rare resources have a set refresh time set further apart. The problem with that system is it becomes like a content schedule in ArcheAge. Once the time is discovered it will be like "Your guild needs to log in a 13:00 GMT to do Tephra or you aren't relevant!" Absolutely screwing certain timezones and making people schedule their life around a game.
Let me suggest two alternative systems:
C. Resources are on a timer. That timer could be as frequent as 15 minutes or infrequent as 3 hours but no longer than three hours. The difference between a rare and non-rare resource isn't their timer, it's how much of the resource gets refreshed each cycle. The benefit of this system if players will figure out the timer, and they will treat it like an event, but it's more a constant event that makes people constantly fight over things like the GK mineshaft or tephra crater. Your guild doesn't have to worry about showing up at 13:00. There will be more frequent spars for smaller resource amounts, driving conflict. The downside to this system is it feels super artificial.
D. There is a constant resource trickle into every node. The rarer the resource is supposed to be the slower the trickle. The problem with this system is that you'll get some people that just sit there draining the resources every few minutes and it could make tending valuable resources a chore. The benefit of this system is it's still better than A and B in my opinion, and it feels the most natural. As far as non-renewable resources like ore renewing themselves can be said to be.
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Personally, I'm a huge fan of C since I think it's going to provide a lot of good PvP content and is the least tedious.
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