by Potjeh » Wed Nov 03, 2010 6:50 pm
I disagree on frequency of animals, they're too common IMO. Hunting should be a more involved activity (tracking, hounds, traps...), kills should be much rarer but much more rewarding. And I don't mean they should give more LP, I mean they should give more stuff when you butcher them. Killing animals just for the sake of grinding degrades them to nothing more but chunks of LP, and is an atmosphere killer in general (forests littered with unbutchered corpses look super lame).
Also, I don't think that mobs will ever be able to provide engaging and non-repetitive end-game, simply because they're AI controlled. End-game is what PvP is for, so efforts to improve end-game should be focused on improving PvP.
Anyway, the main problem is that the game is built to discourage PvP. Like I always say: permadeath, high time investment, PvP - pick just two. Permadeath and PvP are the obvious choices here, so time investment needs to be tackled. The main problem here is that there isn't any limits to how high your skills can get, so time investment is essentially infinite. Now, lack of hardcoded limits is a common theme throughout H&H, so this limit should also stem from the system at large.
One idea I proposed before was focus items (training dummies, mini-forges, etc) that you need to transmute LP into skills. The cost of raising a skill should be proportionate to focus q/skill level, with the cost approaching infinity as this number approaches 0.5 (ie 2x focus q is the "hard" cap). The quality of focus items would be determined by your tech level, which should be determined by your infrastructure and natural resources. Farming, jewellery and anything else that depends on skill alone needs to change so it depends on infrastructure and resources.
With the above in place, all we need is methods for conquering land to make H&H a PvP-heavy game. Strengthening your group through acquirement of developed land (irrigation, fertilization, the works) or natural resources (high q spring, gold mine, etc) is a much better motivation for players to fight than schadenfreude (main motivation currently).
Another thing to consider is making LP come from items rather than activities. I think it's working great for stats, and it'd reward player interaction over solo grinding as long as diversity of LP items is important. As an added bonus, it'd be a deathblow to LP macros and bad grind such as converting large swaths of forest into buckets or killing a million animals and just leaving them to rot there.

Bottleneck