LadyV wrote:I like aspects of what your trying to achieve. . . . . I think there could be other ways to achieve the ends you seek.
Then make the counter proposal of the alternative means.
I don't doubt there are other ways, hypothetically.
I just know we have yet to see them implemented, and I haven't heard them.
If you can outline a superior system, I would support it. Until then, I don't think its ideal to sit here petrified and not propose what I think is both a valid and near-optimal solution to the issue. I strongly believe that most of the protest here is due to the non sequitur that death must equate to "the end" of your gameplay experience.
@Avu
Alts in the past would live forever, could be shielded permanently from any risk of dieing, and allowed a player to bypass the grind associated with character generalization as opposed to specialization with little cost (and in fact additional benefits.)
Alts in the proposed system would require exponential more effort to maintain, and would not be permanent solutions to production of specialized goods.
I think its manifestly obvious that death by old-age would drastically increase the upkeep cost of alts, and not in a way that could be easily botted, as you insist. (If it were really easy to bot an army of alts, then why not run the same scripts on your main character? All forms of character progression could be easily botted, reflecting a larger flaw in the system.)
Therfore your argument is that by making alts exceedingly more time intensive to manage, less desireable, less efficacious, and requiring them to be replaced... this will help large villages that abused Haven's previous more abusable alt system even more?
And that casuals hermits will be unable to kill a deer in less than two months of play, and are therefore unfairly prejudiced by this change in status quo?
Villages = Will be able to abuse alts less.
Casuals and Hermits that can't kill a deer without two months of solid play aren't competitive in any form, and shouldn't be considered for the purposes of balance.
Moreover, Casuals and Hermits would get better and learn to streamline their play when they realize time efficiency demands being somewhat productive when they do play, and will learn through trial and error how to progress farther, more quickly because of an old age system.
@Overtyped
Thank you for helping me bump my terrible thread.