[highlight]
/----\
/AAAAAA\
|AA-NA-AA|
\AAAAAA/
\----/
[/highlight]
Let NA be of a node N special asset with area A havin radius r (500ft as an example).
Let NA be limited to quantity of x per map (like a campfire, just more than one) and N be the skill node (or chest) spawned (content the same as regular skill node or chest).
Case 1:
[highlight]
/-----\/-----\
/ /\ \
| NA | | NA |
\ \/ /
\-----/\-----/
[/highlight]
* NAs sharing a part of A will cause the spawn of N randomly (instance init) at one of the positions defined by these NAs (type, postition, transformation).
Case 2:
[highlight]
/-----\ /-----\
/ \ / \
| NA | | NA |
\ / \ /
\-----/ \-----/
[/highlight]
* NAs will spawn Ns as defined (type, position, transformation), for the NAs distance is at least twice the NA r.
There ought to be some additional conditions, like x NAs allowed per details budget high or whatever (and featuring a quest should have major role in nodes allowance as suggested by author). The r of A will make sure no more than one N can be spawned in 1k ft (example) (thus unexploitable, unless the foundry creation validator or even the client coding fails).
Simply said, its a request for special asset to spawn "skill nodes"/"treasure chests". Its just a hint (probably messed up considering my state).
AddEdit
The whole point of A is an exploit protection addition. Unfortunately, all it solves is "empty map with multiple nodes at one place" (twill have to be more than 500ft r for NA). Am not sure if 2^3 (in case of 500ft r and max map size -2048^2, never checked height so i take it as a cube) with teleporters would take as much time as farming regular zones (any main content map). Anyway such thing still could be decided during instance init, with a priority flag used for NA (one of these in case 1 will be always spawned - boss room for authors). Spawn point (both campfire and map spawn point) could use such area to avoid placing the node there. It could serve for future as well.
A bit nosy NW-DKG7E99X6
"Hardcore" exploration journey and dungeon crawl. Read its description prior to trying it.
Comments
It would also need a way to prevent opening too many nodes in a short window of time.
If anything, add a solution/idea to avoid exploitation or improve the mechanics.
PS: and hey, try to focus on supporting the foundry! XD
I don't see why the devs have so much trouble with adding them to the foundry then
Encounter Matrix | Advanced Foundry Topics
Who? Me? Not - I thought it was a great idea, I suggested the nearly identical thing eight months ago:
12-10-2013 Non exploitable author placed Skill Nodes
I re-edited the suggestion to how it shows now (if you look at some of the comments, you'll see the minmum distance thoughts).
I'm all for adding skill-nodes to foundries. I think the easiest solution is what's suggested in the link: to allow authors to place (n) "Possible Skill Node" (even to the type of skill node), and then Cryptic can "populate" at load time, whichever ones they like. Be it minimum distance, totally random (would also prevent farm-bots), to "sparkly-path" distance between nodes, etc.
...and if you want to explore some other "mid-adventure" treasure chests and loot-caches:
Check out "loot caches" portion of this one:
08-14-2013 Shifting a portion of normal loot drops to Final Chest & Encounter loot caches
...and "Mid-quest minor chests" portion of this one:
06-25-2013 Foundry Rewards and multiple Chests loot tables
Encounter Matrix | Advanced Foundry Topics
No kills...no loot.
Foundry quests are already way too combat oriented due to that being the ONLY option for experience/loot.
I'd much rather see non-combat foundry experiences encouraged:
08-22-2013 Foundry Doubloons - awarding experience/rewards for non-combat objectives
Encounter Matrix | Advanced Foundry Topics
The whole point of what i hint is having control over both type of the node and its position/transformation, with some variety, as an author, whilst preventing some exploitation possibilities.
This way u cant just place the nodes at one spot (stack them, because if u would be allowed to its no change for a bot/farmer even if their spawn will be random). In the worst case u can make an empty map, with 2^3 (example, depends on the NA area radius) with teleporters. That would still take some time to farm (actually barely less than farming main content - just a guess), there can be a budget and u cant multibox/party farm (avoiding nodes ransacking penalty) because its simply not viable.
The foundry placed nodes can also have an extra interaction time (even that i think long interaction is long enough) etc etc. Am too lazy and not that much open/sharing/willing to write a full paper about it (thats why the post i call a hint and is kind of plain/curt/simple). Am merely joining the "improve foundry movement", when besides real bosses, traps, dmg volumes, timer and quest-scoped variables (oh and pls "epic flag" to set eighter quest difficulty overall or encounter difficulty individually) some reward-like satisfaction is in need.
Encounter Matrix | Advanced Foundry Topics