Robben_DuMarsch wrote:Provide incentive for people to put all their eggs in one basket:
Create some resource (hearth spirits) that is rare, that provides a very important form of character development necessary to fight well. You attach this to a village idol, and everyone oathed to that village receives the benefit. It could replace UAC/MC (although it would need to have less weight in combat, as it currently stands.)
If anyone oathed to the village dies, the village loses some percentage of that resource.
![Trollface ¦]](./images/smilies/troll.gif)
A village hardcap on charecter development? Maybe a softcap that doesn't prevent development but nerfs your char until the totem is up to your level (so you don't actually lose points, only what you can use).
In the end though it sounds like just another wheel to grind that prevents new players front gaining a foothold in a developed world rather than promoting any diversity of investment or giving players difficult self-limiting choices (in favor of different benefits).
I've always proposed expanding on diversity of investment.
"Class" if you will but nothing more overtly so than we have now, just more of it. As it stands there are several ways to develop a useful fighting charecter that are effective at different tactics. Nothing more, really, than creating more equipment and more moves that buff and pull from varying stats. Throwing knives could pull from Dex for damage. Dual wielding with a short offhand might pull from both strength and agility. Some kinds of swords might be better for some moves than others.
When I think of "class" I think of shadowbane. Rediculously near infinate recombinations for optmially developed types such that years after the game was over people still argued about how to make the best particular type of charecter. Although there needn't be any system of class to inspire diversity of invesment choices. I don't want this or any other game to become shadowbane. Shadowbane WAS however instrumental in making Sandbox warfare games
a thing. It came before guild wars and that whole era and introduce many unprecedented mechanics (and ultimately was not without its many horrible flaws).
No one charecter should be universally invicnible purely by merit of development. Everyone should have a weakness and well-roundedness itself becomes a weakness but not because the char is actually weak but because anyone else can make a more powerful charecter for 1-4/10ths the expense and thus, during a fight, risk a fraction what your well-rounder is risking while being on-par (though the well-rounder should be able to switch to your weakness if he carries the EQ).
Having anscestors with high stats might provide consumable weapons (ghost sword, throwing knives, etc.) to give more incentives (and types of charecters to develop and die) toward mixing crafters and fighters to recieve stat-combo development-specific numen rewards. For Example, Perc+Dex might give a one-use "spear" thats maybe twice as powerful than any spear that can be crafted and retrieved but only has one shot and vanishes within an hour if unused. So that it isn't just einherjarspekt that's covering your ass while you're weak.
When you have more options from numen and development type, instead of *combining anscestors* it might be the sort of thing where you get to choose between anscestors when invoking a prayer.
That's what I suggest to make 'the grind and the gamble' more interesting
TL;DR - Having choices on how to grind a charecter forward makes the grind itself more interesting and can be used to reduce a single-charecter's ability to be universally combat-safe. It also makes combat more interesting and risky.As to NODE DEPLETION/RESPAWN:
hen quality was put in Jorb made a comment about considering exactly this feature. I've always been enthusiasticly in support of this. The supply of a node could be increased if it never regenerated. Point for point, randomly each point gets sent out to a pre-existing node unless it's <30. At 20, the node should die and respawn in another supergrid (a supergrid with fewer nodes would get higher likelihood of recieving the new node) and be Q30.
To get higher than Q30 anything (orwhatever the bar minimu for a node would be) You've got to run around finding and destroying any similar node that has more than 30 points. Total points are conserved. total number of nodes are conserved and the harvest of resources for basic purposes keeps the probability of high quality nodes coming in.
Leaving everyone with the decision: Do we harvest the good stuff now or hope people elsewhere in the world are making bricks/etc. Destroying all the clay nodes in your area to make bricks and increase the odds that your secured HQ acre clay node is the one that gets the point when the
Fast-Depletion would mean that people don't build villages where they build them because of nearby nodes unless it is one that they are trying to protect. It also hardens the general softcap the games overall material quality development. This can be good because it stretches out the period where all are equal and makes securing Titan-Status (relatively) more difficult but it also reduces the investment:return ratio of pretty much all activity.
Slow-depletion would have all the same effects but look more like a system where a node replenishes like it does now but has it cap take a hit after so much clay has been taken from the node in total.
Ultimately I see this as the only way to remove the absolute-capitalization of HQ resources. It will drive UP value of such by reducing supply and also ultimately reduce trade. At the same time Jorb spoke of this in w2 when quality was being implemented a major concern of his at the time was the viability of engaging in trade. He went undercover into the playerbase just to prove that trade was possibvle because at this point everyone was still paranoid of other players because of hilarious exploits during a hilariously broken w1.
That said, if the supply is reduced but the demand is also reduced then trade can remain as it is with less actual volume of goods being traded but total traded value in the world would remain relatively stable (even if intangible and unmeasureable - it can be seen by reports of side-effects). To do this, the required resources to make constructions could be reduced or the construction made more effective LIKE GIVING OVENS A 3x3!!!!! (OMFG I hate ovens /rantlol).
TL;DR - Node Depletion is the mechanism needed to keep the world volatile by ultimately reducing supply of HQ goods to the high-end players who have secured it and making it more available to ALL other players~~~~~~~~~~~~And on Which half of the game is enjoyable?~~~~~~~~~~~
I think the goal is to stretch the mid-game out and blur the lines between the ends so it's a more gradual development. By slowing down the progress toward the era of a secured-grind the world remains semi-volatile longer, There will be a sweet spot where volatility becomes self-reproducing so that mid-game itself is a perpetual state.
TL;DR - Comprimise, because niether is enjoyable to most players but aperpetual mid-game represents the best and worst of both worlds.