Just my personal thoughts on things:
1 -
Map size should be increased, let those who want to go into the great beyond go there, and those who want to stay close to the starting area do so. Just a quick scan of this world and some conversation revealed it's far too compact.
2 -
Stat caps are good, Skill caps are good - Maintenance of those caps needs to be a thing. A 'get there and I'm done' process is inane and almost guarantees world resets. If players don't decay, then eventually there's a bunch of max stats running around. Let offline time = stat/skill decay after a certain tolerance.
3 -
Fast Travel needs to be eliminated and more methods of trade added. We have horses now, enabling quick travel over the world. Fast travel adds to the 'empty world' feel as people just 'port where they need to go. Hearthing back to ones fire is, regrettably, unlikely to go anywhere. But as Purus said about alting, "Alts are not problem. They are consequence of problem.", Fast Travel isn't itself the problem, It *exists* as a patch for another problem.
4 -
Growth Zones - Trade is pointless, unless you're trading regional resources you have nothing I *need* (and I largely don't need those often). Whatever it is you have, I can either do without (High Quality Clay/Water) or make myself (Just about everything else). Make crops, resources, even metals be regional. How about regional animals rather than walking a few minimaps and finding everything you need.
5 -
Speaking of Metal - And for fucks sake can we get less metal in the world? I can't cross a minimap without tripping over three ore deposits on the first level, six more on the second level, and a high quality bat node, and one weird subterranean pear tree with a partridge in it.
6 -
Unfuck The Charter Stones - Oh great, so now we have Charter Stones for fast travel, grand. How about we actually make them useful and accessible from the starting room instead of needing a damned HS for new people who don't even know what an HS is? My village of 50+ people in World 3 was (almost) entirely built off of shiny noobs from the Charter Stone accessed in the starting area. Why? We took the time to only have it on when we were around, greet the people who came through, and introduce them straight-away into a community. That kind of reception is what a lot of people want in a game like this, and we used it to great advantage both for ourselves, and a as a result, for the community. Give us back that utility.
7 -
Equipment decay - This one's going to be super popular, BUT. When you already have the nicest equipment in the game, you have no need to trade for anything else. Sure armor and weapons take their hits, that's fine. But your clothes never wear out, your pick will go on forever, your sword needs no maintenance, your Scythe is eternally sharp, your shovel lasts the millenia, and your fishing pole knows no end. That beautifully gilded hat? Unless it's stolen it'll never need to be replaced. Even curios now have a limited utility in the long term (reference decay for my response to that). Start making things wear out and we'll have a reason and a need to make more and fuel trading.
8 -
Stop focusing on End Game Content - This is really more a call out to the community, stop thinking of the game in terms of 'End Game Content'. This is a Wilderness Survival game about community, civilization, and culture. Your end game should be to figure out how to grow your community, how to actively recruit in innovative and interesting ways, and how to start adding flavor outside of 'Lol-Raid' and 'Borequit'. You are bored because your ambitions have been met and you are not practicing the creativity to come up with something new. You have the ability to landscape the world to a ridiculous degree. Multiple color stones to create lavish works of art. You can alt, start a brand new community and roll your old characters into maintenance mode. Cover the world with detailed roads and transportation systems that aren't just sticks in the ground. *Do* something. Expand the world and make it interesting, find ways to encourage new players to come into the game and play. Focusing on 'End Game' implies the game should have an end, that there's some set victory condition to be reached. If that's how you're playing this game, you missed the god damned point coming in the door. We want this game to be great and last the ages? Then we have to work to make it do that, we have to make it innovative and interesting. The community here is able to do things above and beyond the simple game mechanics provided to us. Rather than asking what J&L can do to make the game more interesting and enticing to new people, ask YOURSELF that question. Let's work with them instead of whining at them, and make the Hearthlands a place people want to come, play, and stay in.
y00 wrote:Here are some thoughts i have that could turn this around:
a) change the game in such a way that people that start weeks/months later still have a fair chance - this could be accomplished by a map that keeps expanding, by resource nodes like clay and water that change quality over time (high quaity nodes become worse over time, other nodes that were bad become better over time) as to avoid the situation we have now that once you have found and fortified your high quality clay water and soil, you are set for life.
I think having nodes that slowly degrade in quality until they vanish, only for another to respawn afterwards somewhere semi-randomly on the map would be the best solution here. Keeps things interesting, lets you 'own' the spawn for a while, but after time other people get a chance at it.
c) the random number generator should be "fair" : no qual 36 ore bullshit at mine level 4. Not to say everyone should end up with qual 200 all the time, but some sort of sensible (and rewarding) minimum should be in place
This I disagree with, the RNG being a bitch is part of the fun. But then I'm a Dwarf Fortress player.
g) you should never feel like you are being capped - make it insane hard to progress after you reached a certain level cap, but always make it possible. Progress comes in many ways...from village to town to metropole ( so content wise) or from ability 1 to 999.....Make it almost impossible to create a char that has all abilities but promote specialisation
The 'decaying stats/skills' mentioned above I think would be the perfect solution to this.