Problem is, a lot of it isn't being useful at all.
The missions will leave out vast spaces of terrain, and only concentrate at certain areas. So people just following the missions will only see like half of the game world.
The curious go around the outskirts once and never again, cause there is nothing special to get, most of the times there aren't even any nodes or mobs out there...
So I say... there needs to be something to gain in those areas, for people to go back out into the vast territories... scavenging like you'd think you'd have to in a post-apoc world.
There was a bug in Citadel twice now, with unintended mass-node-spawns. See the picture:
Devs argue they screw up the economy. While this might be true a little bit (and I'm talking 0.5% influence tops, even tho they happened in very populated areas), it brought the idea to me, to make the open space valuable via random mass-node-spawns.
Especially since the plan is to (finally) remove the materials from the vendors, we will have to have some changes to resource nodes anyway (atm they wouldn't be able to sustain the economy AT ALL).
So I've tried to mark all the territories that I think would be eligible for such random mass-node-spawns on the s1-s3 maps. All those marked areas are pretty much areas that are not easy to access and/or no mission will ever take you there.
I'm imagining a time when it pays off the be "that lone guy who wanderes out there, where noone else has gone before"...
Edited by AlexDelazorra, 12 August 2011 - 05:15 AM.