current system: everyone is free to farm the public nodes over and over, and competition is dependent on number of players in the area, and their ratio of farming vs. the ratio of refilling nodes.Current system: farmer nodes = Total Nodes - Competition - Node Timer
Your system: farmer nodes = Total Nodes - Node Timer
not to make this about GW2 too much, but no, there aren't any issues with materials in GW2. if you need a lot of them, you can farm them (or buy them, obviously). "normal play" brings about plenty, unless you need to craft something crazy (this only really being a thing in "end-game crafting").the lack of node competition in GW2? How does it affect the amount of materials available to players? Do you have to intentionally go out of your way to farm materials you need or do you find enough during normal play?
it all depends on which timer schedule you're looking at (add to that, any randomness in the distribution of available spawns, which we haven't even touched upon yet, but which remains within the same frame of discussion anyways).increasing the spawn timer of nodes will result in less nodes being available to a player questing in a relatively small area with little competition. Currently the player will be able to harvest spawns several times over a play session of an hour or two as the quest paths make you criss cross over the same terrain. Increasing the timer means every node in that area can only be harvested once.