I'm so glad you guys are aiming to remake the game without the robotic gameplay/grinding. H&H is an amazing game by itself, but heavily weighed down by the tedious chores and the infinite quality system, which turns the game into a second fulltime job. The players will kick and scream at first, but I hope you do whatever you guys think is a good idea regardless. I always knew you guys had better intentions for the gameplay to make it play more like an actual game.
(15:41:51) <loftar> I think one of the problems related thereto is the fact that there's no real "end-game content" other than PvP.
(15:42:01) <loftar> And tbt I don't really know what to do about that.
Currently, this game doesn't even have PvP as end-game content, which is unfortunate. If anyone does PvP, it's usually an experienced player slaying a helpless newb or an offline criminal. End-game is mostly just quality wars with PvP mainly happening only on the last day of the world. Everyone always has so much fun during the apocalypse since they're not afraid to actually fight each other and die. In Hafen, please implement this to a degree. Obviously, we don't want complete chaos on a daily basis, but there should be more incentive to start wars and less severe penalties. No one wants to fight because they're unwilling to wager their 1-20 months of
work. The square root formulas for quality and combat stats were great in theory, but the players have broken your system through hundreds of hours spent grinding. I know I'll be flamed for this, as I have been in the past, but we need fairly low/medium caps for the following reasons:
a) Players need to stop focusing so much on grinding and spend more time playing - shaping the world around them and conquering adversities.
b) Low tier players should not be expected to travel in packs of 5 to stand a chance against 1 high tier player.
c) Permadeath does not mix well with insane time investments.
d) PvP should be based on skill and wits, not stats. A high tier player winning by default is not gameplay, it's just cruel in a game with permadeath.
As others have mentioned in the past, the game definitely needs better village management options, including making other villages your allies/enemies with sub-options like allowing allied villages to use your village as their own. This combined with viable PvP for players joining late would give us some real end-game. PvP needs to be fought online, not against afk or offline opponents, but this will only happen if the players don't have to risk 50+ HOURS of work everytime they get in a fight.
I know 50 hours is "nothing" to a lot of people here (other than a setback of not being able to raise a crop by a few more quality points), but that is some serious time investment just to be given 1 shot at PvP. With 50 hours, a person can play through and beat a single player game published on a console and actually get some satisfaction out of the gameplay and story.
TLDR:In the end, you have to use the players themselves as the end-game content. In a single player game, it's easy to have the climax of the story and a final boss for end-game, but for an infinite MMO, all of the game's challenges will be beaten eventually (see: bears are considered a laughable threat by experienced players). The players are the ultimate AI, and they program themselves in an unlimited variety of difficulties. What you need to do is harness the energy of the players and use it not for creating a q730 flax crop - the players must be used against each other. Pseudo-wars suck, we need more tangible competition.