Frogg wrote:As a MMO player I’ve got Fresh Start Server fatigue.
Haven's genesis in 2008-2009 predated the modern survival genre, so we've always called it an MMO, and I think that's pretty clearly what Jorb and Loftar set out to make.
Ironically, they ended up with something far more similar to the survival genre, accidentally - Or I guess more properly through convergent evolution.
It wasn't until 2012-2013 with the advent of Rust and DayZ, and the plethora of games that followed (Ark, Conan Exiles, Etc), that the multiplayer survival genre really got fleshed out.
Let me ask you something - Does Haven have more in common with Rust/Ark/Conan or Albion/Eve Online?
To have an "eternal" world, you probably need to build it from the ground up to have a specific endgame market loop that goes to infinity, alongside substantial horizontal character progression that would take years to complete - Like Albion or EvE, where there are commodity markets that are stable despite player advancement, inflation is strongly controlled by "central bank" pressures which are simulated by the developers, item faucets are roughly scaled to item sinks, and accumulation of infinite wealth and horizontal character progression while interacting with the sandbox is basically the goal. Every time people get close to hitting completion of the horizontal character progression, the devs need to step in to add more content or another layer to progression, to keep things in balance. The markets also need to be delicately handled to stop run-away inflation (or botted deflation, which is why both EvE and Albion have task forces to combat botting AND RMT.)
Haven is SO MUCH more similar to Rust and other entries in the multiplayer survival genre. You gather resources in the world that aren't being bottlenecked at the faucet, bring them back to your base where you accumulate wealth quickly, and go through tiers of advancement. Once you hit the endgame, the game narrows considerably, just like it does in other survival games. The fact that there is incrementally infinite quality and character progression in Haven is nice, but not an adequate alternative to the core progression in the game. Haven differs from most survival games because of 1) its scale - it is absolutely larger in both size and concurrent player potential than most MMO shards; 2) the depth of its systems.
If you've ever hit the endgame in Haven, you'll know that item inflation is so stark that items which may have been worth a shit ton in the early game are so worthless you'd be unable to sell them in the endgame. That even applies to food and curios, which theoretically you'll always need. Back in W15 late game, people were attempting to sell entire cheese trays for a single coin - of lowest denomination coins we printed. They were not moving in the market, and kept in stock - Which was indicative that their actual value on the market was less than the smallest coin we circulated.
Even if we theoretically revamped or overhauled all of Haven's systems to better fit an eternal realm like EvE or Albion - What's going to happen to the market? Bots, once set up, are extremely good at producing insane amounts of items that regular play can't replicate. If a botter makes all the cheese, it makes your own market contribution worth the same amounts as the bots. Which is to say, almost nothing, because they can always undercut you - IF people even care enough to buy whatever it is you're producing.
On the other hand, with a reset system, botters need to justify setting up their entire bot operations again and again. The shorter the world, the less payoff they get for this, and the less power imbalance/unfairness is created. The Laissez-Faire system that Jorb and Loftar prefers, and the systems already in the game, are just better suited for the seasonal survival model than they are the eternal MMO server model.