The star spread can persist in the same resource node.
For example, skill 50 quality, neat, is used. Node - standard, without bonuses, right at the entrance to the capital. The expected result is a resource of maximum 50 quality.
But there can be 0 stars or 1, and if the resource has a bonus from the season, there is a probability of 2 stars. That is, we get the same spread in one node as when searching for resources in the original game.
Aggressive resource extraction can drop either a higher quality value or a lower quality value (+- 10 levels, full rank spread).
Right now we end up with a single pack of equal quality, which has little relevance to the realities of mining, where you can mess up individual elements while maintaining the level of mining, as a whole.
When the idea is implemented, we get a spread of loot. In essence, a set of things with slightly different characteristics instead of a fixed one slot.
The general idea of the developers is preserved, partially changing the form of implementation: more randomness, which will be valuable for crafting and, especially, if it will be allowed to mine fractional values of resources. It's like gold miners farm not only gold ore, but also gold sand, to then process into a normal gold product :)
For example, skill 50 quality, neat, is used. Node - standard, without bonuses, right at the entrance to the capital. The expected result is a resource of maximum 50 quality.
But there can be 0 stars or 1, and if the resource has a bonus from the season, there is a probability of 2 stars. That is, we get the same spread in one node as when searching for resources in the original game.
Aggressive resource extraction can drop either a higher quality value or a lower quality value (+- 10 levels, full rank spread).
Right now we end up with a single pack of equal quality, which has little relevance to the realities of mining, where you can mess up individual elements while maintaining the level of mining, as a whole.
When the idea is implemented, we get a spread of loot. In essence, a set of things with slightly different characteristics instead of a fixed one slot.
The general idea of the developers is preserved, partially changing the form of implementation: more randomness, which will be valuable for crafting and, especially, if it will be allowed to mine fractional values of resources. It's like gold miners farm not only gold ore, but also gold sand, to then process into a normal gold product :)