- Proposal
- Establish in game system to collect resource stat values from players and distribute them to players paying in-game currency to access the data collected.
- Justification
- Improvement of quality of life to both crafters and those sampling new resources and ensures access and stability of the crafting system.
- Motivation
- Currently resource tracking is a largely unfun and unengaging part of the game that a small but dedicated portion of the community have taken the initiative to maintain. This proposal attempts to address this issue while using it as an opportunity to further the goal of controlling inflation.
Ever since the early days of SWG live, resource spawn information tracking has been a community endeavor. Over the years, websites such as Galaxyharvester and Swgaide and Swgtracker(Thanks Suma and Sena) have been developed to help report and organize resource information. Unfortunately, the uploading of data tends to be a burden that is accepted by few and they are the unsung heroes of the entire crafting system. This burden is accepted by few because there is no tangible reward and is frankly a pain in the neck. Nonetheless, the crafting system basically requires sharing of this information as tracking the resources for your profession would be a full time job by itself. Not many would consider this fun or engaging gameplay.
Historically on R3, the usage of the Complete Survey Tool made this whole process easier as you could sample all types of resources, including creature resources. This is obviously not fair to the scouts/rangers of the world as it diminishes the utility of their profession. That being said, the removal of the ability to sample creature resources did increase the burden placed on those who are willing to discover and track resources which will be a pain point for most crafters. This disproportionally affects newer crafters who did not get the advantage of over a year of hand sampleable creature resources. A server with a larger population would be more able to absorb the drawbacks of this change, but on a smaller populated server this quickly becomes a significant burden.
During a public discussion on the R3 discord last night, Aconite mentioned that an API currently exists that makes it possible to develop a in game service that could track and share resource stats in game and compile this data for use by the server's crafters. Aconite said that the capability exists, however the dev team has not decided on whether or not this will be pursued. The details that he shared were that it would be an in game system, would still rely on player actions/input, it would require a subscription costing ingame credits. He also mentioned that upload to a 3rd party site was off the table, so I consider that as a proposal DOA.
I believe that a system as outlined by Aconite would be a fair and reasonable compromise. It would be unique to the server and furthers the goal of controlling inflation via a credit sink. I propose that the system be developed with the goal of compiling resource data inputs from ingame actions and displays them on a website/document to be used by artisans who have paid their ingame subscription.
As usual, the devil is in the details with how a system would work. Here are my initial suggestions:
I believe such a system keeps an aspect of the game that few, if any, find enjoyable manageable by streamlining the process of resource information sharing. It is optional in nature, furthers the goal of controlling economic inflation, requires player participation and is respectful to those who play scout/ranger and those who do work to stay ahead of the curve on resources.
I look forward to seeing discussion and further ideas on this one.
Historically on R3, the usage of the Complete Survey Tool made this whole process easier as you could sample all types of resources, including creature resources. This is obviously not fair to the scouts/rangers of the world as it diminishes the utility of their profession. That being said, the removal of the ability to sample creature resources did increase the burden placed on those who are willing to discover and track resources which will be a pain point for most crafters. This disproportionally affects newer crafters who did not get the advantage of over a year of hand sampleable creature resources. A server with a larger population would be more able to absorb the drawbacks of this change, but on a smaller populated server this quickly becomes a significant burden.
During a public discussion on the R3 discord last night, Aconite mentioned that an API currently exists that makes it possible to develop a in game service that could track and share resource stats in game and compile this data for use by the server's crafters. Aconite said that the capability exists, however the dev team has not decided on whether or not this will be pursued. The details that he shared were that it would be an in game system, would still rely on player actions/input, it would require a subscription costing ingame credits. He also mentioned that upload to a 3rd party site was off the table, so I consider that as a proposal DOA.
I believe that a system as outlined by Aconite would be a fair and reasonable compromise. It would be unique to the server and furthers the goal of controlling inflation via a credit sink. I propose that the system be developed with the goal of compiling resource data inputs from ingame actions and displays them on a website/document to be used by artisans who have paid their ingame subscription.
As usual, the devil is in the details with how a system would work. Here are my initial suggestions:
- An ingame mechanic requiring a periodic subscription be established which enables access to a resource information sharing system.
- Resources sampled on a survey tool used by a subscribed player will have their stats saved and transmitted to the proposed system for sharing.
- Give scouts the ability to either scan a creature to determine the quality of their creature resources, or have their resource stats transmitted on sample.
- The subscription cost of this system should be high enough to justify its value, but low enough to be accessible enough to not act as a undue barrier to entry for new crafters. I would suggest deferring to the devs who have access to the economic snapshot tool to set/adjust the specific price.
- Out of spawn resources should be purged daily, unless an alternate mechanic is added to account for this.
I believe such a system keeps an aspect of the game that few, if any, find enjoyable manageable by streamlining the process of resource information sharing. It is optional in nature, furthers the goal of controlling economic inflation, requires player participation and is respectful to those who play scout/ranger and those who do work to stay ahead of the curve on resources.
I look forward to seeing discussion and further ideas on this one.