CSPAN wrote:Going back on my word, agreeing consistent world resets is not the answer, but rather to put emphasis on the time frame in which the game is exciting and addicting. Perhaps something random and worldly interactive, to rekindle the unknown chaos. Where people aren't losing (to much) character and village development.
Reading some thread idea here, it seems like we can have the best of both worlds. We can have some notion of ''rounds'' for this game, inside of consistent permanent world. For example, maybe there are some impassable from snow mountain range surrounding some area. This range can only be passed during some week long window when snow will melt and then can be shut off again for some months. Or maybe some island obscured from the mists. Or maybe some alternate plane with temporary portal openings. Many ways to do the flavor for this mechanic. Main points are:
- Area does not allow free passage between main world and area at all times.
- Area maybe will only be open for some single cycle (in and out), then closed forever. This can be like a world reset, but for only this one area.
- Or area will be permanent, but passage between main world and this only is available for period times.
- Some areas of each type why not?
- Can limit amount of items player can bring with travelling (both to and from).
- Area will have some unique resource that player will want to be getting.
- Area is sized in such the way as to promote conflict for resource.
- Harder to fortify position in this area (e.g. walls will be weaker, siege can be easy).
- Any characters brought to this area are at much higher risk of death than in main world, from worst fortification.
- Only developed characters can make this dangerous journey (need minimum stats total to go, to stop alt circumvention of item limit).
- Obvious position for PvP to happen, to make PvP semi-consensual. Notion of it hard (as it is now) to be siege player main town, but easy to siege their ''outpost'' in special area.
- You will see many other game similar to this one with full PvP will have some areas that are safer (but still not safe) than other area so players can do their risking management (e.g. EVE Online sector security level).
- Gives some notion of these ''rounds'' to this game, without a full world reset to do a new round.
- If a player will lose a round (his outpost will get razed or travelling characters killed), he still has main town to recovery from and can try again next round.
- Limiting this number of items to bring into new area can simulate new world with no development, except with established characters instead of fresh babes.
- Players will need to decide if they will risk crafting character to go to this journey, since maybe finished product can make the trip back but the raw material can not.
- Possible to run multiple special areas at same time. Giving one better loots will cause top player to naturally gravitate here while weaker player can fight for scraps in other area.
I think this can solve a lot of problems with balance the PvP for carebear and hardcore player and give some end game content people can want while preventing stale. Interesting to me to hear your thoughts. Thank you for the read.