Yeah instanced nodes definitely have been thrown around on the forums a bit. What I worry about is that they do a few things.
The main thing and I think it’s bigger than people give it credit, and that’s that it greatly breaks game immersion and takes away from what makes an MMO so great and that’s the multiplayer aspect of the game. Instanced content can be important but only in the right quantities and only for certain things. If you made all nodes instanced then you essentially are reducing the game to a single player gathering game where each player no longer impacts the world around them.
Another thing is that it further reinforces finding the most optimal path and sticking to it. Why mine any other route other than the one that gives the most starmetal/hour? You start reducing the world into defined paths and players stop exploring the world.
Finally one thing I do want to mention because this comes up very often and that this idea is not about completely random nodes and this does not replace static nodes. Nodes will have characteristics so your can choose to look for ores in places where they may make the most sense. The spawn tables may be 80% ores in rocky/mountainous areas.
I really took in this feedback early on when coming up with the idea. I understand sometimes a player wants to go out into the world with a specific goal in mind and if it was completely random then that could become frustrating. So static nodes will remain the same with this idea. You still can do an efficient starmetal run and this will not take that away. In fact, I argue it enhances it. You can now find additional ores or other exciting things along your normal route, that often gets boring to run over and over again.
There are actually a few ways I see people engaging in this system.
Complete static node runs
This is for the player that just wants to run their route on auto pilot, maybe chilling and watching a show. Maybe they mapped it out themself or found a guide online that promised x amount of ore per hour. It’s for someone wanting to gather a specific resource.
Mixed static and random runs
This is for players looking to enhance their regular runs and break to the repetitiveness and feet rewarded for it. It’s still for players that want a specific resource. They run their efficient routes but they wander off-path at times searching for random resources, chests, treasure maps, rare mobs, and other potential rewards of exploring. These people often won’t be deviating far from their preset path.
Random run for a specific resource type
This is for people that want a specific resource type but not a specific resource (so want ore but not a specific ore). A player would map out runs into rocky and mountains areas and explore for ore nodes and possibly other rare spawns, maybe stumble upon a rare 0.1% chance chest giving a handful of asmodeum. In this example the static nodes are secondary and mined but the focus of the path is more so on the area type and not based around an already established static node route.
Complete random exploration
This is for players looking to enjoy some exploration and get rewarded for it. Players often running around looking far into the distance, auto running but holding the alt key to constantly be looking around for evidence of a rare mob, rare chest spawn, and world bosses to announce to global. Likely to bring in a ton of resources including rare ones but no specific resources.
As you can see with this system you have so many options. Either look for random nodes to increase your normal yield or ignore them and keep up your current resource gathering gains.
Instanced unfortunately would not give these options and only allow for the hyper efficient runs, that often burn people out