I am not stating that stat-cap is needed for the permanent world.
And I am not stating that it is the only solution.
But there are lots of games which are (or were) hardcore and at the same had stat-caps.
But the core concern of players is "what do I do after I reach the stat cap?"
LadyGoo wrote:No need for my farms, cows and etc. after I've reached the stats caps? The trade dying because people do not need the stuff for their character grind? Industry stopping, since everything in this game rotates around the stats? No, thanks as well.
I've suggested a soft-cap for the stats, when you find it much harder and resourseful to grind after reaching certain limit. Say, you'd need only 2 honeybuns for 1 agi until you've reached 300, now you'd need 6 to reach 350, 12 for 400, 24 for 450 and etc. The stats difference between the advanced players and the newbies will not be that crucial after the soft-cap point.
This one I like and I've also suggested that - the sort of 'glass ceiling'. But I still have some doubts about possibility to reach 'permanent world' this way. On the other hand - it could make wipe cycles once in 3-4 years instead of 0,5-1. And it is long enough to quit any game.
LadyGoo wrote: Forestry? No, it has stopped as soon as everyone reached q 100 trees.
Metals? No, as soon as you will finish your best coal node. Plants? They barely mean anything in this game. Animals? Only the horse stat grind means something. The rest of the cattle you can just mass breed regardless of their qualities.
There has to be something that players could grind for months after reaching some level of power. If we look into classic MMORPGs - it is mostly some epic quests, world bosses, unique gear. In case of HnH this can also be used as char sink and/or item sink. This motivates trade and gives new peaks to achieve for powergamers.
These thingies are normally come as expansion packs. Something big, taking a 2-3 month for 'learn about it, find it, understand the mechanics, PVP for it, kill it once, make stable grind for it'. Meanwhile devs prepare new expansion pack.
LadyGoo wrote: What is the reason for this if what you already have is enough for making stat-capped characters?
In normal MMOs reaching top level is just a very beginning of the game =)
LadyGoo wrote:Non-quality trades barely make 10-20% of the market trades. Casuals won't buy someone's dough, since they can make it by themselves. They will trade only for the higher quality items. Especially with the travel being so hard.
In the permanent world high-tier production facilities should work slower and be harder to grow extensively as much as people want. Probably it could be shaped in a way, when it is more reasonable for hermits to specialize and trade than making all-rounder char or bunch of alts.
Professions (if implemented properly with HnH specifics taken into account) could do that.
So here's my opinion (I'l repeat lots of points from the thread)
* Permanent world is a good idea and a good goal to reach.
* Game is not there yet - making world permanent now would get to the same 50-100 online as always in 6-9 months.
* Core mechanics - siege, combat, quests, exp and stat gain, energy and hunger should be finalized and as balanced as possible. Drastic changes to that decrease population often.
* Infinite stat and lp grind should be either capped (dislike a bit) or nerfed heavily on higher stats(may not be enough =( ). - Noone wants to play when he 100% knows that he can never reach the top.
* Powergamers need things to do after becoming strong enough. Or instead of infinite stat raise. Epic quests, monsters, equipment coming out regularily from content packs
* Death should become more probable. As of now, after you learn the basics it is nearly impossible to die except for PVP. After you learn all things - you can recover after death more or less fine. Diseases, natural disasters, empowered versions of animals - I dunno. But there should be more risk. Permadeath which never happens is boring.
* More motivations for PVP. As of now, it is easier to trade items or craft them than to raid for them.Unique, very limited in amount monsters/items, nodes (info about which can't be hidden) could do.
* More item sinks . There is a rather long list of things to do for powerplayer. Craft base, hidden vault, raider chars hearthvault, few L5 mines - about 10-20 rings of bwall in total. But after that you are limited to infinite stat raise. And that is doable even by 2 'average' players in 3-4 months. I would think about quest having a price in items.
* Botting prevention. I doubt this is possible. But that would equalize things a lot. And slow down 24*7*10 windows progress. So I had to write it.