Variety:I think one important thing that haven is missing in endgame is spice. There are no nice surprises in endgame haven, just the daily humdrum. Now that mineral nodes are smaller and more frequent you don't even have the pleasure of large mineral finds. I like the effect this has on game balance for current systems, but I'm not sure it's the right way to go for keeping long term interest as a rule. Being brutally honest, we're talking about skinner box reinforcement with a healthy inspiration from gambling addiction studies. Endgame WoW involves this concept. Grinding out those super rare items. Many successful cellphone games involve this concept, Fallout Shelter as an example. Lots of RNG to find good stuff involved. Many games take advantage of this by selling RNG based reward crates. Old haven (pre-fate) had a taste of this concept, foraging. Lots of low grade reward that made the activity worth doing, and then an occasional juicy reward. Fate, while indeed clearing up the botting issue, took away the low stakes slot machine that quite a few players enjoyed.
More than one way to skin this cat. I suggested a new overlay to the crafting system along these lines
here. I've seen suggestions about mobile localized resources, and mobile nodes which may add to the same effect (if the base activity is too grindy/boring, the fun of nice finds gets significantly diminished though, so I'm not 100% certain this could work in the current haven foraging mechanics). Lady goo's idea
here has potential to be a mechanic like this depending on the loot reward structure. The key behind it all is that the base activity for this slot machine has to be tolerable (enjoyable for some is better, but not something you can always guarentee) and the lucky rewards have to have large variety and at least notable importance. Given haven's botting issues, botability probably needs to be addressed. In my invention idea I suggested limiting the attempts per account, restricting it to paid accounts so people can't fire up 20 of them. Restricting it is likely necessary (restriction of reward based activities is core to skinner box models), but it could be something as frequent as "once per hour" given haven's playtime models.
Renew-ability:Crafting slows down too much once you get crazy quality. Quality works as an indirect item sink, as you get better items you naturally want to upgrade. But at some point the upgrades stop being important, so you stop upgrading many things (non-combat gilds, most tools, hunting weapons). This turns endgame into a waiting game over things like wood/clay qualities as you wait for trees and localized resource spawns. Mining is sort of active, always hunting for that next slightly better ore node. But yet again it's mostly waiting on better coal/smelters from trees/clay respectively. As much as I'm loathe to say it, items need to wear out. Armor needs to take meaningful wear, tools and weapons definitely need to wear out. Gilds should probably wear out as well. I'm not necessarily talking "fast", but it needs to happen in a meaningful way. This will help keep item crafting relevant as a day to day activity in the long run.
This is part, only part, of a newer system that would move towards non-permadeath pvp (I'm assuming we'll actually complete the ko>hearth system at some point instead of this half step we have due to current B12 grievous damage and leech mechanics). Looting equipment is meaningless if everyone has no issue maintaining it. I've suggested in the
past that equipment looted from enemies become part of a new resource system instead (with ritual sacrifice of your own characters included to address people creating the resource by dressing up alts). This is mostly to give endgame players an actual benefit from killing less advanced players when everything they'd have on them would be useless to said endgame player.
Enhanced Collaboration:Realms are working great, but you never really need to get involved in it. You have no vested interest in your realm surviving (presumably any realm taking you over will have stronger bonuses due to superior military might), and the realm doesn't particularly care what you do so long as you keep playing and gathering XP. That's a great system for what it does, it makes random villages valuable to a realm as a resource instead of as grief-able targets. But at the same time, it'd be nice if there were realm wide projects villages could get involved in. It would also be neat if there was some form of village localized buff or specialization (realms do unfortunately suffer from being generic, the big boys can afford a lot and the small realms struggle to maintain the vital buffs) you could work towards as a mini group within the kingdom. Some way you could help your realm or your village more intentionally. Monuments and religion have been suggested in the past for various purposes, and I'm inclined to agree.
Enhanced motivation for conflict:Especially if we're moving to non-permadeath pvp (or at least non-permadeath providing you satisfy X conditions), we can start expanding on mechanical reasons to encourage fights. Resources that must be contested over, not ones that might be contested over (like localized resources, which mainly just gets alted because you can grab it and run). Another issue with localized resources is that the current realm system encourages you to be friendly with your immediate neighbours (kingdom wants every XP battery alive preferably, and I'm assuming most kingdoms attempt to deal with troublemakers to a degree). As such, the only resources you access are ones likely to be sat on by friendlies. Some kind of reward reinforced pvp, that randomly links you with different groups from around the haven, would be my suggestion. However, for most people to have a chance to compete over this the effects of stats/equipment as they stand currently would need to be modified.
The combat system being "fun" is of course required for this suggestion to make sense. "Fun" however has been very hard to truly track down, and we've seen many iterations of the combat system over the years hunting this elusive goal. Fun appears to mean skill based to many pvpers. Unfortunately I find the current system quite enjoyable and moderately intuitive (vastly more intuitive than past iterations), but I realize it's not coming down to skill in fights between players who know how to work the system. Good luck with that :/
Stats:Right now our stat system is unfortunately dysfunctional in my opinion. This flaw is emphasized by the current power eating issues that exist as pointed out in this thread
here, but I feel it would be true either way if just less obviously so. Several have suggested stat caps to address this, but I feel it breaks too far from the haven model of infinite grind (which we know works, our experiment with stat caps apparently failed). Our formulas though well intentioned don't do enough to curb the impact of big village vs small village. I don't think a single scale works, I feel like we need to modify the stat formula so that the benefit scale differently depending on where they are in the spectrum. Mind you this is balanced for current food system, numbers may need to be rescaled. In the current system I'm specifically talking about combat abilities/attributes, but here's how I feel it should work:
1-100 should have the most impact. 101-300 should have a large impact still but starting to calm down. But 300+ should have very minor impacts. This means Q10 alts still won't be that useful in a dust up, but a 300 stat/skill character willl not be massively disadvantaged against a 1000 stat character. I think that by reducing the vastness between the potential effective power of opponents, it'll be easier to make combat more skill based.
As I mentioned
here, I think more stats need an unending use. This general concept of 1-100 noob, 100-300 mid game, 300+ advanced would need to be applied evenly though.
Bonus point: Wife's reaction "Jesus christ, does everything you write turn into an essay. *pauses to look at my reply* It has CHAPTERS."