In light of the world reset requests, I'd like to steer the conversation towards what Jorb really wants feedback on, namely : Dafuq are they supposed to make gameplay cyclical in a fun manner that'd keep us engaged?
And to this question I quite frankly say .. I have noooo clue. I admit I am the type of player that enjoys the rat race but will eventually become bored with the end-game grind which is more of the same past a certain point. The only answer, if ambiguous, is progress. The question is what type of progress do we really want?
So I'm just gonna throw some general ideas out there, feel free to jump into a category and flesh it out, argue for or against it for Jorb's benefit.
a) The stat grinders, would gladly spend the increasingly mind-numbing grind times for the sake of being bigger and badder and buffer. Clearly this group exists still as the world culimated with people posting pics of capped chars, so there's room for improvement in that area.
b) The builders, which would love to build the everliving shit out of their beautiful towns, but I guess after a while the time needed to build simply wears down the soul? To this I would've proposed a sort of builder buff, allowing to build with less materials and faster, but sadly infrastructure is heavily tied into the PvP aspect and imbalance would ensue.
c) the explorers, myself counted among them : would love a badass varied world to explore constantly, and while the fancy schmancy world resources do give reason to explore, they also stay put and thus give no more reason to further explore. Perhaps shifting fields of spawn chances? Along the lines of "The deers have migrated south! The good water fucked off since the deers peed in the river upstream, meanwhile the polluting factors over yonder have diminished for better water". Perhaps with a base field that stays constant and a randomized one that keeps changing. Other exploration related events would also work, and a viable set of forageable foods and gear and curios.
d) quality grinders for the sake of quality grinding, perhaps make the process more enjoyable and engaging? idk
e) more forgiving combat system, both pvp and hunting, more permanent wounds and a less soul-crushing way to recover. And let us accumulate wounds that are irremovable in a separate window or something. As it stands a wound will lower your maximum health, but gaining a point is just as hard as if you had full health. As in, you have 100 con worth of HP, you get hit for a 50hp permanent wound, it'll still cost you the food cost of going from 100-101 con to get back to where you were HP wise, and your maximum (with the stat cap taken into consideration) will be permanently lowered. I say simply let animals take a bite out of our con, people too, make us work to get buff again. Similar damage events for all other activities/stats with scaling risk/reward. Less murdering unless either the victim is outright retarded or it's a PvP scenario and the murderer reaaaally wants to invest in the death of his enemy, in which case make them work for it.
f) could add a passive stat regression over time, but idk how you'd do that for periods of inactivity. but perhaps it could work basically as a job/role enforcer. the more of an activity you do, the more you have it fresh in your memory how to do it, and forget how to do that sewing thinger you initially experimented with in your early days but haven't done since. not sure how it'd work to not make it incentive to grind
g) could separate combat stats from other stats, make combat scale with combat experience and success, and only partially make it scale with stats. that way you can tweak infrastructure without messing up combat.