[Suggestion] Openworlds need resouce regeneration
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Resource regeneration, with the exception of where your base is built, should be a thing otherwise what point is there to have persistent server that once you use up the oxide you have to move?
Under consideration Map: Open World Suggested by: danh • Upvoted: 17 Feb • Comments: 13
I'd love to see caves respawn with resources, even if it's every few days. Doesn't need to be every reload of the game like outposts work.
I feel like ive noticed the plant and tree regrowth after a fire or epic wood chopping incident. I dont really care for ore respawn, but organic stuff definitely should and probably faster than it is set at these days.
I tend to agree with the respawn of organic material. Plants and trees grow back completely if you leave an actual prospect and then come back to the same spot on the next one, so Open World should have them grow back over a few Icarus days.
Minerals are a bit more problematic. Perhaps oxite should be the exception, since it could be thought of as the planet exuding the material ever so often, maybe after a couple Icarus weeks.
I would disagree with the idea of metals respawning, since I'm unaware of any geologically realistic mechanism that could produce metal to surface movement in a days/weeks/months timeframe. Maybe leave that in outposts and not have it in open world.
Had a very fun Outpost going on Olympus, only to now have a base that will never have resources near it again.
I would like the ores respawn on the open world mode or an option to select before creating the world
Elissa - Producer Admin Merged
"[Suggestion]Ores respawn open world mode" (suggested by Blaze on 2022-11-08), including upvotes (1) and comments (0), was merged into this suggestion.
I think some sort of respawn will be good for open world, but it possible it should be a staggered slow respawn. Hopefully for only ores including Silica, Sulfur and Oxite, that would be about every 14-30 in game days. It will get a little difficult to justify having to run dozens of sq KMs for materials. other wise under the current logic animals should be a scares resource after a while as well. They cant reproduce that quickly.
I think if resource spawning could be done over 'X' sleep cycles that might help things initially. I mine a node, after sleeping 10 times the node respawns. It would randomize (of sorts) what respawned which would keep the exploring aspect ever-present.
Sabre070 - Designer Admin
"Please enable resource node respawns in Open World" (suggested by James on 2022-11-04), including upvotes (8) and comments (4), was merged into this suggestion.
Storms are a great feature, but it doesnt take long for fires started by lightening strikes to turn a beatifull wilderness landscape around any base, into an empty ugly wasteland. One of the great features of this game is how easy it is to be immersed into the comprehensive wilderness enviroment, the conversion of this into an empty wastland detracts from the game. Some sort of continual respawning of the wilderness is needed. Maybe a new feature could be added to the game which allows the player to conduct an activity that would accelerate the wilderness repair. The consequences of this activity might last some time, but eventually reduce over time.
I feel depletion of ores is a series detraction in Openworld mode. I suggest deep ore mines never run out, maybe the output of such mines might be curtailed after a random time or volume, but never deplete.
Maybe refill as the outpost does is too powerful. I mean, you only need to relogg to get every node back, which is ridiculously overpowerved. I get it, its ok on an outpost where your sole interest should be building a neat base, but in Open Wolrd youre ment to go exploring. Thats why its so bothersome that some zones are locked (due to me not finding the mission mode enjoyable at all so I only unlocked two of the exploration maps on Styx.).
Maybe each cave could have like a 5 or 10% chance to refill all nodes during a sleep-trigger?
Maybe we could have also deep mining for oxite, platinum and titanium this way we never run dry of those.
You could also distribute deep minings between regions so you cannot mine everything in one region and have to haul with mounts or so.