Hi,
The instant resource respawn was unintentional, so I fixed that as my initial thought was 'Oh crap it's very exploitable'.
However! Clearly it was the carrot on a stick people needed to risk going into the zone. I think we need to find a middle ground though. Nodes respawning on the spot are far too bot/script friendly, but how about if it was more like the sweet spots on greenreef, where they spawn near enough so you can get a bit of node farming going on?
At the same time, if it's so easy to earn all of those lovely resources, risk needs to be increased.
Off the top of my head one idea is that trappers resource nodes produce a different kind of item, eg 'Atoll Coal', which will 100% drop if you die on the island, and can be turned into regular coal back in Eldevin somewhere.
Item: Large bag.
slots: 25slots
price: 1k gold in shop.
Suggestion : Large bag craft able using trapper's resources.
It's not worth spending 1k g.
It's not something that would decrease the selling of EP as it it buyable from shop with "gold"
Risk: 100% drop rate of resources on dying. Or 90-80%
Gain: making a bag for a good amount of exp + ability to sell to new players. Or players who dont like speding ep can use it for their or, maybe u already bought 5 largebackpack and just want a few more for some extra equip keeping space.
Worth it? Yes exp for skillers, free resources for killers, and a new useful item to sell for sellers.
ok?
now go discus with the team.
thank you for your time.