DDDsDD999 wrote:If multiple servers are made, implementing some way to travel between servers would be good. It'd minimize the risk of splintering the playerbase and maintain the idea of a single contiguous world.
Personally, I doubt the playerbase size will warrant additional servers. At least after the first week, considering the usual drop after world start.
The OP mentioned experimenting with multiple simultaneous worlds. Does that not require multiple servers? I'm assuming these are virtual servers we are talking about here and not physical. Having multiple worlds could have many advantages. Different world maps with different allocation of resources and different faction power hierarchies, perhaps even the possibility of a world or worlds that is/are more incentivized towards PVP and an alternative world or worlds more incentivized towards RP/Hermitages/Farming/Crafting/Village Design/Trade.
While I've always loved PVP I tend to avoid it in HnH due to the heavy time investment and grinding involved combined with permadeath. So I would probably go for a world with a less blood thirsty playerbase if one existed. On the other hand, I might still experiment on a PVP world just to compare the two to see how different they turn out. Another advantage of multiple worlds from a developer's point of view would be the possibility of running more than one experiment at the same time.
This could mean trying out different versions of a new mechanic or introduction of some game changing new item, skill, or resource. Or it could allow different levels of difficulty for different worlds, like one world for noobs to train in similar to say Runescape which had a Tutorial Island you could start on. And then for the main worlds there could be one that is left as is, with permadeath, and an experimental one in which you respawn naked and stripped of everything you were carrying/wearing but keep all your LP, stats and skills.
In FOnline (where I was hooked on PVP) you respawned in one of many respawn map locations which no one could get to except via death so there was no possibility of these locations being camped by PKers (Player-Killers). When transported to one of these hidden respawn maps upon death you would often see other players who respawned there when they died and you could chat locally with them, team up, role play, or leave the map at any time at which point you were dumped onto the world map where you would resume normal game play. At that point most would make the long hike back to their base to resupply.
I know the map thing is different since the world map for HnH only exists outside of the game and isnt an interactive travel map built in to the game like it was in FOnline but I'm sure Jorb and Loftar could come up with their own HnH equivelant if they wanted to. Anyway, just some ideas from my own experience.