Potjeh wrote:I don't believe it's possible to make the mobs more dangerous than hostile players.
It should be said that we've long wanted to make hostile players less dangerous in one way or another. The primary problem above all right now is the fact that being off-line makes a player or a village completely defenseless, which is undesirable because it doesn't represent the true power of the player or village. It is not obvious how to remedy the situation in some fun and meaningful way, however.
One thing that we've thought about is to make it so that crimes committed on claimed ground deals damage directly to the offending player, based on a computed "strength" of the village or character being offended. I think that dealing actual damage directly is really boring and too concrete to represent the rather abstract notion of offline players being offended, however, and it also has the risk of making it even more advantageous to be offline during an attack; so please do consider that approach as an imaginary construction to illustrate the problem rather as an approach that we've actually considered as a solution. I would much rather like to see some kind of abstract "curse" afflicting the offending player, but I cannot say that I've thought of any good concrete implementation of such a curse. In short, it would be good to have some kind of in-game representation of the strength of a village or player even in their physical absence.
I also think that with a much more involved crafting system (which I have begun formulating in parts), division of labor would probably be a good incentive for people to stay together, which will likely discourage crimes in itself (if people derive more advantages from the division of labor, they will be less inclined to upset the societal order).
It should also be said that the manifestation of animals is very far from being established. Jorb and I have considered all sorts of changes to the animals (but not decided on anything yet), including, but not limited to, the removal of animal levels (and therefore also of strength differences within the same type of animal); disassociation of animal l3wt levels from the level of civilization; associating it instead to some other local parameter, which might be modifyable by players in various ways; and disassocation of l3wt levels from animal strength.
It should
also be said that, while it is an uncomparable advantage to have lots of people playing the game, I do sometimes feel that did have more freedom previously. Nowadays, I have to fear
threads like these just by making some little AI change; there is no telling how much RAEG we would attract by replacing animals with some competely new system. We do our best to ignore such concerns, of course, but the advantages of the economic simulation that is possible by having players is also something very much worth protecting, and so losing players to RAEG is, after all, undesirable.
