by Sevenless » Mon May 01, 2017 11:44 pm
So lets think about this for a second. The center of the map, presumably where everyone starts, will be the safest/easiest to live in. Only more advanced factions will be able to survive further out. This is in direct conflict with a number of current game mechanics. First off, roads make travel trivial given initial input. Second, the game massively incentivizes settling fairly quickly and starting spirals with what you can find. Third, the area where everyone starts as a beginner would be colonized by these larger factions who are utilizing the transport systems available to them and just bussing it out to the tough areas for resources. Fourth, moving in haven is a *pain* in the ass. I don't think this idea is compatible with current mechanics at all. And at the same time, many of the mechanics that conflict it are useful and well tested, not something you just want to rip out wholesale.
If you wanted to introduce some mechanic of infinitely scalable resources that increase in challenge, I think the safest way to introduce it would be via a "pocket dimension" concept. Use some magical reagents in order to whisk yourself away to the hunting grounds of the gods, where challenge and potential quality that can be found is somehow based on ingredient input quality.
But before we do anything like that, we really need to get a handle on our current stat bloat system. I don't feel the current stat system is long term sustainable, so before anything gets calibrated quality wise that probably needs to get fixed first.