Robben_DuMarsch wrote:...Hence the proposal for less necessary grind.
I agree, and as you state, this problem is endemic to survival/crafting games.
The nature of what each world becomes can be broadly boiled down to your statement,
Robben_DuMarsch wrote:The majority of early game content becomes completely obsolete, and non-industry endgame content starts to rely on automated/botted production (massive farming/milk/cheese operations where a few botters feed an entire faction and an army of animals), and there's a real breakdown in the game's rapid shift to a few basic tasks done to near infinity, which simply isn't fun.
This is faction play, and despite faction play being an experience most players do not get to share, the ramifications of faction play are felt by everyone. Faction play is felt in the game's economy and PvP interactions, and it is common for a broader swathe of players to become victims to faction players, who compulsively grind, grind, and grind. Whether it is anyone's specific playstyle, it is an inevitable outcome that players feel the effects of the quality grind. Even if we do not play like this, I do not agree we ignore this issue.
Worlds back, I felt level caps made sense to permit space for other game activities to become more prominent, but that was not the outcome. Similarly, I am not sold on the notion that clockwork world resets will do much to resolve desires for less necessary grinds. I feel that the fact that botting
feels compulsory yields the same effect as a level cap.
Competitive advancement hinges on inhuman labor devoted to repetitive tasks. Since most players cannot justify the inhuman hours of labor that bots input, players reach a labor cap and must justify their reason for playing as something other than the quality race. In a bot-free world, competitive advancement would rely on players coming together with a common purpose. Instead, factions compete with botting resources and community tasks revolve around the setup and execution of botting infrastructure. Bots undermine the incentives for players to come together, stifle community growth, and keep reasons to come together or stick around, scarce.
I think a path towards a resolution involves pushing the boundaries of PvE content. Due to all players living or dying by whether they can stay hidden from those who grind quality, the playing field is just not textured enough to justify sticking through all the PvE content, when much of it is so entwined with the quality race. I could be mistaken, like when I thought level caps might free up attention. It may well be that HnH's feature of making the quality number go bigger holds the strongest attraction to this game, and restarting that number frequently is appealing. I ignore quality, so I can enjoy other parts of the game with a small group, but factions like Whatever Bay cannot ignore that 9-week PvE content race, largely because botting quality, FEPs, and wealth, is the difference between dozens of people holding out, and being trounced at world start.
Anyways.