Pumpkin wrote:The Determined (and unemployed) Thief
There does not seem to be anything stopping a thief, or a high level character for that matter, walking far, far out into ungenerated areas, perhaps even 10+ hours of constant walking in one specific direction, and setting up a hearth.
*Theft Scents will decay before players can actually walk to thief's location.
*Thief can join a village closer to society and port back and forth at will.
*If tracking is fixed, it will be nigh impossible to get an accurate fix if their stealth is reasonably high.
I agree with this, but perhaps the answer is not to fix tracking - as it will no longer be broken on an infinite map.
Pumpkin wrote:
*If settlements are hours away from each other, no one will be willing to make the effort to travel to trade.
*Crowding and limited resources lead to conflict. Conflict is good.
If there is no end to the map, there is no end to resources. It does not matter if gold is 'rare', that just means you have to walk further to spawn a new supergrid, which will hopefully have gold on. If every town is self-sufficient for all resources there is no reason for interaction nor for conflict. This will lead to massive stagnation.
This will lead to the possibility of actually playing with the new toys, developing high quality items, etc., without having to constantly spend one's playing time on defense and/or recovery from when those defences fail - without having to live in a huge overcrowded settlement where one can't play with the new toys effectively because one's friends constantly move and/or use up resources.
Also, towns can't be self sufficient because the resources are apparently going to be widely separated. The best one can do is to perhaps have a collection of affiliated settlements, all in the same supergrid, which trust each other enough to specialize and trade. This will be greatly facilitated by the expanding map - unwanted predators, freebooters etc. will probably settle the same supergrid, but at least such a group will have a decent chance at claiming and protecting all the needed resources before spoilers arrive. (Of course travel even between those settlements will be a bitch ;-()
Without this, what happens at the map reset is that people go out and find the (few) mines, and try desperately to get them developed and working well enough to build palisades before opposition arrives. Those who succeed immediately begin making steel, to upgrade to brick walls - mines are scarce, and those who didn't get mines will be trying to take over the existing ones. We then fight over mines for a few RL weeks, while those who can spare the energy - and the steel - prospect for and grab all the other scarce resources. This creates a have-have-not situation, with those on the outside unable to get the materials to protect what resources they can find. Some trading may happen - but it's easier for the mine-holders to steal from the outsiders rather than trading with them - and keeping outsiders unable to get pickaxes, armor better than leather and weapons better than stone axes is a major win for the mine-holders.
A few outsiders, such as the OP, can break into a mine settlement without metal of their own, but that just changes _who_ is on top. Most will have a major disadvantage in LP gain due to the tools situation, and quit.
Sounds like massive amounts of fun to me ;-(