I think it is a technical limitation from the way they structure the event. As the maps themselves are instances and are proven not to retain any data of sorts due to channel crashing, it will be hard to sort out the various plant objects and related playerIDs if it does crash.
We are known to react to matters like this by gracing the official forums here with our many ‘report’ threads, this is something which IMC probably wants to minimise.
Hmm to actually solve this with existing code without changing too many things… do it like how the practonium cube quest is like.
- Plant seed, *trigger - receive ‘produce item’ with a timer of 2hrs cooldown
- Wait 1 hr, go back to get grown plant, *trigger - drops produce item cooldown to 0
- Alternatively, the player can wait 2 hrs just for cooldown to end to get the item.
Like that players can harvest other players plants too, and it doesn’t really impact the community that much. Instanced plant objects don’t need to have a playerID variable tagged to it and can function as per how dilgele planting is.