by pyrale » Fri Jan 06, 2012 3:01 am
Ok, so here's in my opinion the core of the problem :
-There are only several things that can be bought by advanced factions to basic factions : forageable curios, and bulk low-Q equipment.
While this may not sound as a problem, trade has always been one of the best incentives to socialize with others in MMOs. Here in Haven, there is simply no point to trade on a regular basis because you only need so many bear capes, bone saws, or merch. robes, and because you will miss what big villages ask in return. If there was an incentive to trade on a daily/regular basis, and to keep your business partners alive, then there would me a much bigger incentive to build a community.
-The teleportation system makes it very easy to trade with anyone, anywhere. You simply don't have to keep good standing with your neighbours to trade, because your trading services will not be significantly harmed by destroying nearby dwellers.
-The way basic ressources (water/clay/soil) works makes it so that any big power holding top nodes will get a significant advantage over its enemies, both by growing faster and by growing further than its opponents. As a consequence, anyone willing to fight is heavily pushed to join one of the big factions, because the difference between a fighter from a small village and a fighter from a large village is so huge. This makes any alliance draft system for war ineffective.
-The new LP system changed nothing to the superiority of hardcore players and/or boters. While it used to give your character an insane boost, now it means that losing one character isn't relevant anymore to a powerful group, because hopefully, each player can have several operational characters. On the other hand, if you don't play as often, you will probably be limited to one character, which means you're scared off fighting much more easily and if you lose your character, the game's probably over for quite a bit.
All of the above makes it so that, in my opinion, the powerful factions are not forced to collaborate with weaker villages, while at the same time, they get the power to destroy them. As a consequence, building alliances is a direct consequence of the willingness of said big factions to socialize (and which seems to be lacking this world). Now you tell me, if you're one of the harmless guys, why would you put yourself in a situation in which your life depends on the mood of someone you barely know ?
As I conceive it, the vaults are a non-factor, because any big power which doesn't care about their rep (which seems to be the case this world) can simply put the fires in it's own village, gaining protection similar to that of a vault. Vaults are only relevant for smaller factions which want to keep their village out of trouble ; thus it doesn't create a problem, it only widens it.