LadyGoo wrote:On the other hand, the devs are addressing the issue already, by letting the kingdoms building objects that would grant a significant boost for the noobs.Popo13 wrote:However, even if the world is "permanent", who is going to want to start (or start over) in a world after a significant change that puts the newer player at an even bigger disadvantage relative to the players that are already established? For example, someone now entering world 9 will have to find starter LP without OP mirkwoods, raise stats without broken bonfires and easy mode satiation, and actually, have to pace themselves when unlocking combat moves and hunting game. As if it weren't already hard enough to "catch up" in this game. As long as the game continues to have significant new development, worlds can only realistically last so long.
I will agree with your counter point. I think that kingdoms can favor late starters, despite the trade-offs (i.e. being closer to others, contesting quality nodes, depleted resources). With that being said, I certainly don't feel that it is enough to close the gap, especially considering that the noobs are also benefiting the kingdom in return. This is hardly enough to give incentive for players to re/enter the world at it's "stale" state.
Instead, I think the devs (and the playerbase, via suggestions) should focus on identifying aspects of the game that can be tweaked or added that allow for more sustainable enjoyment. Whether or not this results in a truly permanent world is less important, in my opinion. Nothing lasts forever, and in the strawman of infinite time, eventually all players will welcome a new start (whether that is by a new world or a new game entirely). The only feasible way to make a "permanent" world that captures a regenerating player base would be to make a world that is permanently changing: A world that creates new carrots for the young and old, while decreasing the significance of the past triumphs and accomplishments without making them pointless or obsolete entirely. Something for players to reach for or come back to, without a predetermined victor.
Without something like that existing first (and I think it is safe to say that any of the ideas or suggestions to that effect are "long-term"), making the world permanent would ultimately result in a smaller active population. Do you agree, LadyGoo?