Potjeh wrote:The big difference is that if there's a limit to raising the numbers then there's a limit on how much time it'll take to get back up on your feet after an extended hiatus. With ever-rising numbers, you'll simply never be able to rejoin endgame if you leave the game for a while. As for those restrictions, it's for keeping the population healthy. People leave all the time, for one reason or another, and if new people can't join the population will dwindle away over time, just like we've seen in pretty much every H&H world so far.
And what happens when people reach the 'limits', be it in UA or in quality, or whatever limit you set? You don't think that would make the population dwindle?
Placing restrictions is akin to having completed the game, there is nothing left to aim for, no more goals to reach and no reason to return in the future.
The new players who won't play because others are further ahead will still have the same mind set regardless, other players will still always be ahead, knowing you will be able to catch up to them eventually doesn't change the interim period of still being easy pickings and not being able to defend themselves. It's a defeatist attitude and I can't see how knowing that some months in the future they may have survived long enough to reach the same limits is going to make that much of a difference to them.
Add to that the changing view of existing players, knowing that any new settlement will have the ability to catch up and become a real threat, will only further encourage the need to wipe new players out.
As for hermits, there are more hermits in the world than I think anyone realises, mainly because they tend not to use the forum and rarely interact except for trade purposes but this doesn't mean they are insignificant. Hermits tend to get to know their neighbours and encourage friendly relations with those around them in game, they foster in game local trading and have the ability to draw other smaller groups into like a village community without the need to form a huge faction and restrict their game play. Hermits are probably much closer to achieving a working community than a faction that just sets out to destroy every other faction.
All types of players should be encouraged in game to give it variety, stability and the excitement of danger, no-one should be forced to adopt any particular style of play as this only limits the player base.
Limitations of any kind are not productive imo.