Harvesting resources in Blockland RPGs has a long history of being tedious, flawed, and boring.
Basically since the times of AloRPG and I'm assuming long before that as well, the concept has been to hit a brick (usually a tree) with some item or another until it disappears, just to miraculously re-appear in a few seconds, for some sort of reward.
So the questions we want to attempt to answer with this discussion are such:
1. How can we make harvesting interesting?
In mods that usually center entirely around grinding, this is usually the worst grind.
2. How can we curb AFK-collecting or make it less appealing?
Preferably the latter, but failing all else in this topic, perhaps we can solve the former.
3. How should harvesting be structured?
How many resource types do we need? What should they do? Where should they be?
This is more about striking appropriate balances between the elements of your RPG rather than specifics. Should there be tiered resources, where after you master one type you move up to more valuable resources, or should there be a flat tree design? That sort of thing.
4. How can we inspire cooperation in harvesting? Should cooperation be necessary? Else, should there be more competition?
Generally giving players a cooperative or competitive purpose increases interest levels. We should definitely look at this.
5. Any other points that may refine the area of resources and harvesting in Blockland RPGs.
Overall, it's a tough subject. The simplest method is easily the least interesting standard harvesting method, but moving beyond that is important for making good, solid RPGs.
Still then, we don't want to be lost in complexity, either.
Here are some of my concepts:
Harvest bricks are deleted on use.
- this way, AFK gathering is basically impossible. This is a little more complicated to put together, but is very effective. It also makes harvesting a little more interesting in that, the bricks aren't in the same place each time
- That is, assuming random generation as would probably be necessary to make this work. Alternatively, you can have resources be completely limited and thus the supply of bricks to harvest be constantly getting smaller. This is also more interesting, but it introduces some complex logistics issues.
Cooperative Purpose
- resource pools instead of or in addition to individual resource carrying can add cooperative purpose.
- when I ran Rock Raiders testing, the reinforcement of cooperation with the resource harvesting made the game a lot more interesting to players.
- on the flip side, the testing lacked danger or objective, which made the fun run dry after a while. These issues need to be addressed as well.
- in addition to the above resource depletion, inspiring cooperation in resource re-generation may be effective. One method would be to make it so regenerating resources in an area is a long task that many could help in.
Competitive Purpose
- player competition would help if we found stable, interesting ways to implement it.
etc
Feel free to post any ideas, concepts, criticism, what have you (as that is the purpose)