by Sevenless » Sat Jul 15, 2017 12:14 pm
The problem is the only real endgame haven has is infinite grind right now. Stat caps removed that. Heck, even without stat caps there's plenty of "effective" stat caps in existence already. Took me about 2 months to hit the point where my crafter could do everything I wanted to, and then I just stopped raising any skills. The only truly infinite grind is combat stats. Thing is, every long term successful sandbox MMO I've ever seen depends on pvp to drive endgame. Permadeath may make pvp more intense, but it also makes it incredibly rare. You can't really have pvp events or continuous pvp when it takes 3 months to regrind your character. But as mentioned, removing longterm grind destroys the magic formula that makes haven work.
My personal proposed solution, last time I debated it anyway, was: Harsher scaling on stats after 300, so the effect was much smaller (getting rid of "smooth" formulas that apply evenly to achieve this), removal of permadeath (cost to pvp is simply too high unless the game takes 1-2 weeks to max a character, which is completely out of question for the pacing haven has) and finally but most importantly adding pvp combat events/resources/competitions that encourage frequent pvp and somehow encourages level playing fields and provide anonymity so the top faction doesn't win it every time. Constant pvp (or at least weekly pvp events) could be used as a resource sink as well as being fun for people who enjoy pvp.
Unfortunately, small dev team means if you wanted to try that solution you'd need to spend a long time coding these mechanics. Before people start trying to claim the game is "unplayable due to lack of permadeath" as I've seen often, the game is currently maintaining the highest active population we've seen longterm in the past three worlds according to the haven tracker widget.