From playing the game I see that planet PoI are not a part of the main procedural generation system.
I do understand why is that:
1 - to avoid having players farming locations by waiting that the PoI be regenerated in the same location and collecting stuff over and over again.
2 - because tracking the status of all the PoI forever is impossible (the amount of servers and processing power and db to achieve that would be huge). the only way to do this is having the PoI being generated randomly or pseudo-randomly (like the galaxy itself).
But, even doe I understand the main problems that make it very difficult to have their locations "fixed", I find that going back to the same location in a planet and not finding the content that was there before (or worse: logging out and logging in to find and empty location there previously there where something) a huge immersion breaker and for me this game is all about immersion.
So I have some sugestions that I think will help maintaining a fixed position of the locations and at the same time avoid PoI farming.
1 - the location and type of the PoI will be procedural generated so when I go to some location i will always find the same stuff (broken SRV, beacon, accident, etc)
2 - the content of the PoI will be randomly generated (in the translation server i believe)
2.1 - for missions involving planet locations, one random location (from all the possible locations of some type) will be chosen and the mission content will be generated there (like the whole PoI today) and will disappear after some time.
2.2 - for other PoI like the ones we normally find exploring we would always find the PoI itself but the content will have a random chance of appearing and the pseudo random algorithm will avoid that the location will always have content (by adding a time variable associated to it).
a little bit more about 2.2: one can say that 2.2 is exploitable by waiting near the location long enough, logging in and out and eventually new content will appear in the location. but the rule of thumb here is the same used to protect a computer system from backhats: the only safe and unhackable computer system is the one where the effort to break in is lower then the benefits of breaking in.
This is a really important point and suggestion for me. what to you guys think?
__ Cmdr CURS0R __
I do understand why is that:
1 - to avoid having players farming locations by waiting that the PoI be regenerated in the same location and collecting stuff over and over again.
2 - because tracking the status of all the PoI forever is impossible (the amount of servers and processing power and db to achieve that would be huge). the only way to do this is having the PoI being generated randomly or pseudo-randomly (like the galaxy itself).
But, even doe I understand the main problems that make it very difficult to have their locations "fixed", I find that going back to the same location in a planet and not finding the content that was there before (or worse: logging out and logging in to find and empty location there previously there where something) a huge immersion breaker and for me this game is all about immersion.
So I have some sugestions that I think will help maintaining a fixed position of the locations and at the same time avoid PoI farming.
1 - the location and type of the PoI will be procedural generated so when I go to some location i will always find the same stuff (broken SRV, beacon, accident, etc)
2 - the content of the PoI will be randomly generated (in the translation server i believe)
2.1 - for missions involving planet locations, one random location (from all the possible locations of some type) will be chosen and the mission content will be generated there (like the whole PoI today) and will disappear after some time.
2.2 - for other PoI like the ones we normally find exploring we would always find the PoI itself but the content will have a random chance of appearing and the pseudo random algorithm will avoid that the location will always have content (by adding a time variable associated to it).
a little bit more about 2.2: one can say that 2.2 is exploitable by waiting near the location long enough, logging in and out and eventually new content will appear in the location. but the rule of thumb here is the same used to protect a computer system from backhats: the only safe and unhackable computer system is the one where the effort to break in is lower then the benefits of breaking in.
This is a really important point and suggestion for me. what to you guys think?
__ Cmdr CURS0R __
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