by Undefined » Thu May 12, 2016 9:48 am
This is a persistent problem with the game, I'm happy to report the same observations though that this world has retained interest a lot longer than previous worlds so we're definitely moving in the right direction.
For me the biggest frustration with a world at this stage is resource depletion, especially when it comes to underground mining. The addition of passages and caverns to lower levels has proven to be a really positive thing, but it's also made possible rapid location and extraction of resource, far more than ever before. A solution to this might be rather than expanding outwards, over time new lower levels are unlocked, these lower levels could contain progressively harder nodes/higher quality resources. This allows players to exploit resources on the previous level to build higher quality tools required to exploit the next level when it unlocks.
Perhaps the unlocking of a lower level could also be linked to a server wide event or achievement of some sort rather than an arbitrary timescale.
This system eases the problem of newer people being unable to locate resources as the current level tier of goods would probably be easily traded and they'll be ready when the next tier is available and on somewhat even footing.
Expanding outwards is always an interesting idea, though it encourages settling at world edges and simply promotes established players hunting out new resource nodes it doesn't offer any real benefit to catch up.
Static natural resources are a good source of tension and conflict in the world, but underground resources are finite and deplete, they need to renew. I think the cyclic nature of unlocking deeper levels plays to the strength of that constant struggle to Q grind and improve that players enjoy.
Another issue is the difficulty of interaction and trade. I like charter stones, but I think they need to be reworked. There have been several trading hubs set up and this is great, but ease and safety of access is a complete struggle.
Step 1 actually acquiring the resources to build a charter stone is a nightmare, requiring extremely rare (Either by design or by player restriction) regional resources is silly, I'd like to see it possible for fairly new players who have managed to set up a village idol to also be able to charter to a trade hub, it's who they benefit the most.
Perhaps a better system would be to require these hard to obtain resources to accept being porting to your stone, but to port away to be relatively cheap.
The Charisma requirements of charter travel are very harsh, these could be eased rather than removed, along with perhaps lower weariness effects from travel.
Trade is a very important step in allowing people to catch up.