Granger wrote:Killing characters through age, use or whatever would just be yet another band-aid strapped onto the game in an attempt to address the problems caused by endless growing numbers. It'll fail, as all the ones who came before did and as all that'll be coming afterwards will... simply because it's only trying to treat the metastases, instead of doing the smart thing which would be to remove the cancerous core that is spawning them.
Actuarius wrote:Granger wrote:Killing characters through age, use or whatever would just be yet another band-aid strapped onto the game in an attempt to address the problems caused by endless growing numbers. It'll fail, as all the ones who came before did and as all that'll be coming afterwards will... simply because it's only trying to treat the metastases, instead of doing the smart thing which would be to remove the cancerous core that is spawning them.
When you mention cancerous core, what are you referring to specifically?
The need for a world reset?
jordancoles wrote:There are some protective features like pavement decay and slow cave decay to help the world reset naturally over time, but there are no solid mechanics in place to deal with things like infinite stat and quality growth over time.
jorb wrote:Ideally the game should play itself.
Granger wrote:Killing characters through age, use or whatever would just be yet another band-aid strapped onto the game in an attempt to address the problems caused by endless growing numbers. It'll fail, as all the ones who came before did and as all that'll be coming afterwards will... simply because it's only trying to treat the metastases, instead of doing the smart thing which would be to remove the cancerous core that is spawning them.
pppp wrote:There are also psychological evils here. Tryharders will try harder.
Hitting a cap makes people stop grinding and potentially quit on "I achieved everything" basis. If there is no cap or the cap is elastic then tryharders will push it up to the limits of their spare time. Not being able to compete with tryharders makes people quit on "I never achieve top / I cannot compete" basis. The width of "elasticity zone" affects difference between nolifers and casuals and allows to balance between the two extremes.
Granger wrote:pppp wrote:There are also psychological evils here. Tryharders will try harder.
Hitting a cap makes people stop grinding and potentially quit on "I achieved everything" basis. If there is no cap or the cap is elastic then tryharders will push it up to the limits of their spare time. Not being able to compete with tryharders makes people quit on "I never achieve top / I cannot compete" basis. The width of "elasticity zone" affects difference between nolifers and casuals and allows to balance between the two extremes.
You are right with that, kind of.
Problem is that the competition are tryharders that are doing exactly that since the beginning of the world and as characters under the current system are the sum of all their actions the moment you don't play optimally once (or not at all, as you have a life or have stated late) is the moment competition is over for you - simply as competition can only happen in case you can surpass the other, which under the current system you can't anymore (unless they, in total since the beginning of the world, played less/worse than you). That's a scenario completely incompatible with a long-running MMO, as that requires new players to enter to replace the ones that left for whatever reasons, which dosn't happen with the current system as people look at the mechanics, see the numbers and don't.
And that's why I argued repeatedly that characters (and their effects on the world) should be limited to their actions over the last some few weeks (like 2-3 months, basically the time the game seems to be fun for most before it turns into infini-grind) so even one starting today could, within 2-3 months, dominate someone who started at the beginning of the world. Not only would character death no longer be the end but even base death could be recovered from - meaning we, among others, could get a siege system that gives even a slight chance of success to the attacker (even with the defender defending).
So we all would have a game that is more fun, both for the ones that are beginning late (or so far are sucking at the game) as these could have some fucking hope to conquer the hill some point in the future by getting better and for the ones that are at the top as they would have an endless influx of new targets to fight.
Granger wrote:characters under the current system are the sum of all their actions
Rexz wrote:Effective power curve
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