Initially it'll just be a flower that spawns per encounter, so only one player can see and interact with it. Thus it's not reallt unique or serialised, if that player fails to extract it, it's just the player that loses out, others are unaffected by this.
Later however new lowskilled players will make it annoying for others farming the mats who have a higher chance to extract them. However, you also gotta remember that materials are also split up based on levels. For instance, extracting a low level flower is only useful for healers at the lower levels and crafters, as those mats for those potions/ammo/other crafts are mainly useful for lower level and mana healers as they will only return a certain amount of mana or other resources.
Meaning, higher level healers and crafters are better off in higher level zones than sitting in starter level zones and stealing low level flowers off of beginner healers. They will still be able to, but the only advantage is that they're more likely to successfully extract it with the first try to then maybe sell it to the lower level crafters who need it.
I probably went too deep into things but there's a lot of variables involved, early on its more of a "single player" experience partially.
in open world it will also be based on who starts extracting first, if a player fails the extraction, there will be a small cool down before the next attempt, meaning someone else can come in and give the same flower a try while the first person has to wait for the next attempt.
Not sure yet how we'd decide if there's more than 2 players attempting to extract the same flower right after one attempt fails, either timing or if that also is too close to each other it may be rng, however those that don't get to attempt to extract won't lose out on ammo if another started the extraction attempt.
These are at least the current plans, some things may change based on testing.
Later in the game when it has a open world, yes.
Initially it'll just be a flower that spawns per encounter, so only one player can see and interact with it. Thus it's not reallt unique or serialised, if that player fails to extract it, it's just the player that loses out, others are unaffected by this.
Later however new lowskilled players will make it annoying for others farming the mats who have a higher chance to extract them. However, you also gotta remember that materials are also split up based on levels. For instance, extracting a low level flower is only useful for healers at the lower levels and crafters, as those mats for those potions/ammo/other crafts are mainly useful for lower level and mana healers as they will only return a certain amount of mana or other resources.
Meaning, higher level healers and crafters are better off in higher level zones than sitting in starter level zones and stealing low level flowers off of beginner healers. They will still be able to, but the only advantage is that they're more likely to successfully extract it with the first try to then maybe sell it to the lower level crafters who need it.
I probably went too deep into things but there's a lot of variables involved, early on its more of a "single player" experience partially.
in open world it will also be based on who starts extracting first, if a player fails the extraction, there will be a small cool down before the next attempt, meaning someone else can come in and give the same flower a try while the first person has to wait for the next attempt.
Not sure yet how we'd decide if there's more than 2 players attempting to extract the same flower right after one attempt fails, either timing or if that also is too close to each other it may be rng, however those that don't get to attempt to extract won't lose out on ammo if another started the extraction attempt.
These are at least the current plans, some things may change based on testing.
All good to know. I am going to be lost for a while in this place I think! :D