LostJustice wrote:First part, you do realize part of it turns to slag so it already lost at that stage. So no, it wouldn't be endless.
The
endless was a bit of an exaggeration to make the point, but given the qualities we see currently in world 10 it dosn't seem to be
that far off.
Metal amount would dictate how long you could do it
q.e.d.
Second part, yeah lets soft cap everything then remove the concept of spiraling entirely. Then we can twiddle our thumbs while the majority of people who played hafen for crafting can quit
Only in case they wouldn't have a reason to craft stuff anymore.
In
A Plea for Decay (Character) I argued for a mechanic that limits characters abilites to be within a manageable range, with
a ceiling that can be negotiated with as jorb put it, leading to the world staying meaningful in regards to PvE, foraging, etc. That would allow a dedicated group to be better than an other goup that is more lazy. But it also would allow the other group, through upping up their dedication beyond that of others, to reach or even outclass the former group in abilities. And all that would happen within a reasonable limit for numbers that can't be ground beyond, as the
ceiling will get more relentless the harder you push it.
So it would effectively be the same grind as now to
stay on top, with the difference that dedicated enough latecomers could actually (from scratch, without buying stuff in markets) compete with ones that started at the beginning. And the world could stay meaningful (quality wise).
But then everything that can be created (this includes trees and crops) would be capped at around the level the characters can archieve in their negotiations with the ceiling. That's certainly not compatible with the existing economic model as current items (once created) stay exactly as they sprung into existance - even when dropped in water and later being dug out of a beach pile - leading to the need to be able to create
better stuff than what currently exists as just making more of the same quickly ends in saturation of consumer demand. Which wouldn't be possible anymore as endless growth would be gone.
Thus Items staying as-is would need to go, they have to vanish (in whatever way: decay, use, act of god... pick one that works) to make demand for new ones. Would serve the same purpose as with the current system (that requires to make a new qx thingy as x is higher today as it was yesterday), just without the side-effect of turning natural stuff that can be found in the world into being utterly irrelevant.
The primary issue people have with that is not liking the idea of numbers no longer growing (or even reducing) in their character sheet.
There is multiple ways to slow down the speed of progression here without killing it.
Progression has to be killed at some point, else the next worlds will go downhill (as all the last ones that didn't die to data corruption).
loftar wrote:Correct me if I'm wrong, but it seems like the implied argument is that the strongest players will stop playing actively and therefore decay, allowing others to catch up.
If that is so, wouldn't the others be able to catch up anyway, given that the strongest players aren't playing actively?
When reading that topic a bit further you'll notice that loftar got the idea:
loftar wrote:In a way, I guess you can look at it as a level-cap, but a "soft" kind of one; one that can be negotiated with, as Jorb likes to put it. I don't necessarily hate the idea of a level-cap that doesn't necessarily mean that you're "done" with a character just because you've reached it. But it's still a level cap.
...
I wonder if there isn't some way to just turn the math around, so that it doesn't feel so egregious. I'm sure you're all aware of the WoW tired vs. well-rested debacle, and that how just turning the values around made it all so much more subjectively palatable. I feel like it should be possible to do something similar to stat decay, but I can't really think of what.
Bottom line is: what's missing is something to make this 'subjectively palatable' - or the devs taking a leap of faith and shoving it down our throats in the quest for the answer to the question of how long we have to eat it to start liking the taste...