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In addition to the above reasons, its a commonly known fact that a given node has a weighted chance to spawn as any of the different types of nodes. It doesn't take a brain surgeon to figure out that, in a given area, if you run in and just harvest node type X, and ignore the others, those nodes you harvested will respawn as various different types of nodes. If you continue to only havest certain node types, you will very quickly be left with no nodes at all of said type.
I can imagine one scenario in which this would be useful: if the distance to 2 nodes is minimal, (say less than a few clicks) then it would be helpful to have a priority check so you hit the more desirable node first. That way your still harvesting at roughly the same rate, except your grabbing the ones you want first, then cleaning up everything else before moving on. The advantage here is that your more likely to get nodes you want even if there are people in the zone only harvesting 'your' node type. (/rude, btw). Your behavior would look roughly the same, so you'd be no more likely to draw attention than otherwise, and the fact that your cleaning all the nodes (meaning your also spawning the nodes they want without them having to do the cleanup) means they're far more likely to leave you alone, even if you do happen to hit the same node as them. Nobody likes cherrypickers, they'll be more likely to be getting hate from the other harvesters than you anyhow. The harvest range (as Im sure you know) is suprisingly large- IMHO if and only if more than one node is within harvest range, then do a priority check. If no nodes are in range, and your deciding where to move next, if the difference between 2 nodes is minimal, then again a priority check might be nice. Of course, that likely means a substantial re-write: If you take the list, and just sort it by dist. as I assume your doing now, or sort by priority, as you sugested, its pretty straightforward. What I'm sugesting would be assigning a 'weight' to each node, factored by at least 2 things: distance, and priority. Since you'd be building a weighted system, might as well add a few other factors: a nodes proximity to other nodes (so you head for the group of 5 nodes, even if its a few steps further than the single node off by itself), as well as proximity to another player.
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