I think the Theme shouldn't be something that changes the game mechanics, but rather that changes how the world looks. The last couple of worlds were a few large landmasses. I've seen someone suggesting an Indonesia-style archipelago for this world, which would be a nice theme: lots of small islands, few larger ones, making ocean travel much more important, and forcing anyone who wants a large piece of land to fight over it on the few ones available (or go underground).
ydex wrote:Yes! Less security actually forces people to be more social and form alliances based on actual trust! It is a way more interessting social dynamic to experiment with, than to just have complete safety behind walls.
People tend to socialize with others from their same timezone, both because you like to play together and because you usually have more in common being from the same part of the world. That doesn't help at all with safety, because they would all be asleep around the same time.
To have a truly "safe" village you would need people from all around the world (several, not just 1) in order to always have enough people online to defend in case of an attack. That's not only very unlikely, but it would only benefit large villages. Anyone who likes playing in smaller groups would be fucked, not to talk about hermits.
ydex wrote: Having to rebuild bases alot also forces people to be more active in the game, which I see as a good thing as well. Maybe make it so you don't lose as much character points when you die, but people can easily break your stuff instead?
In what game does this happen?
Every game I've every played where people put hundreds of hours building something just to see it griefed overnight, leads in most cases to those same people not playing anymore. Especially if this happens to them more than once.
The main consequence I see would be most people resorting to vault characters on a shared account. Annoying as fuck to use, but the only way to keep your stuff safe, so anything that's really worth something would be put on them.
dafels wrote:Yes, since the current state of the game is not obviously working out since the game dies out in the first 8 months of world and it is the fucking same thing everytime... I don't get how stubborn they can be... They need to make some radical experiments...
Why do people currently leave?
In my own experience (me, friends, and people met in game) it's usually one of three things:
- Loss of progress (character died, base got raided, both)
- Boredom (when you can't do anything new for weeks, and all you're left with is grinding quality)
- Lack of time IRL
None of those get solved with the above suggestions. If anything, the game needs time-gated features, which would make sure people would at least come back if they stopped playing (or not stop at all). Such features should also be something anyone can take part in (eg. a new piece of map can be explored by anyone, but a new and stronger dungeon would only be for a few people who can actually fight it).