Delamore wrote:No what I'm claiming is that the design behind HH is very hard to actually expand to a large player base, regardless of how much of an alpha it is.
Maybe so, is this a flaw? What, more concretely, are you referring to here? Which particular systems?
That any sizable group can kill anyone else and ruin everything they're worked towards.
Arguably. I don't think a game like this could be built without that being true to some extent, though. In part, some of this is due to an unbalanced combat system, which we hope to improve upon, and a slightly broken tradition/change mechanic, which is not in its final iteration by any standard. Also, this line of reasoning confuses potentials with actuals. A lot of people seem to get by just fine playing Harvest Moon.
It'd be kind of hard to find a mechanic that allows for both strength in numbers and balance between groups of different sizes. Disallowing any imbalance is also the equivalent of leaving the outcome of a conflict up to the roll of a die. If you're arguing against permanent death per se I am both surprised and unconcerned. I want the game to have permanent death -- if players don't want that then, by all means, play World of Warcraft.
There's also a more principal issue of logged off players having a hard time defending themselves and protecting their stuff. But with landmines and barbed wire implemented, that shouldn't be a problem.
The fact that it's alot harder to add content to a game like this than it is to the normal MMO type game.
If you contemplate how much content there really is in the game, with just the two of us working on it, I think you'll see that this is hardly the case. Most MMOs aren't built by two people in their spare time. If we were working on this full time... I don't think you'd experience any lack of content any time soon.