Amanda44 wrote: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.
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.
And what happens when people don't reach any limits, be it in UA or in quality or whatever stat you look at? They just keep grinding forever and we have this infinite stalemate where people are only willing to do PvP on the last day of the world. Placing no restrictions is akin to having completed the game, but not giving anyone the satisfaction of feeling they accomplished anything. There's nothing left to aim for, no more goals to reach, and no reason to return in the future because you've already done and seen it all, yet you're trapped doing the same routine everyday forever.
For example, let's play hide and seek with no restrictions. You count to 10 while I run away, get in my car, drive to the airport, and hop on a plane to another continent. If you find me, you win. If you don't find me, you have to keep looking. See, some games work better when there are restrictions. When you let players isolate themselves in a multiplayer game, there ceases to be any multiplayer aspect remaining, leaving us merely to grind on our own for no reason.
There is absolutely no excitement of danger in this game anymore because everyone's stats are too high and because everyone can hide behind brickwalls, which are virtually indestructable unless you organize a 24 hour attack with at least 10 strong people with you.
Even so, there's no incentive. If you're strong and organized well enough to raid a brickwall faction, chances are they have nothing that you want or need. The risk of losing your own people isn't worth it since it would take months to build them back up.
We need reasons to interact with our fellow players. As Potjeh suggests, different biomes could be plainly visible and have different advantages. For example, there could be a biome for every type of crop where one crop might grow faster and be able to reach q100 whereas every other crop would grow at normal rates and only reach q20 at the maximum. A faction could claim one of each biome, but it'd probably be more work than it's worth to transport the goods from all of them. Players would be encouraged to either trade for the crops they can't grow well or attack other villages and take what they want.
venatorvenator wrote:So, basically, people didn't have extremely different stats, but they still worked hard to get higher quality equipment for that edge in combat etc. For Haven it's also a plus that we actually work on the resources ourselves so there would be an active struggle for better quality materials and production tools.
This already happens in Haven. The factions with the high quality resources are the only ones able to produce superior equipment, which makes a big difference.
LadyV wrote:Limiting the skill system only serves to dumb down the game. Ive never been a fan of games that say you can not progress beyond this point. People who play longer and work at things should be ahead of others. This is not a a bad thing it is a rightful reward to dedication and work. And don't give the no lifer argument. Most thing in haven take little time to maintain once you are used to it. If anything we need more skills and options for which to spend our LP on.
Having more things to spend LP on is just just a quick fix. It might extend the gameplay for another week or two, then you'll run out of things to spend LP on again.
The best part of Haven's progression is when you make progress that you can see and feel.
Starving to death? You don't just click something and watch a number go up, you have to actually go to the river, find fish, catch fish, cook fish, and eat the fish to solve the problem.
Boars wandering into your settlement and killing your friends? You don't raise your "survival" stat to 236 to fix this, you have to chop down trees and build a wall around your settlement to keep unwanted creatures out.
Not enough room to store all your stuff? You want to keep your belongings private so your friends stop mooching? Again, you don't just raise a stat, you have to actually build the houses. This is true progress. It's a reward for something you worked for and it makes sense. Repeating tedious actions for months and being rewarded with invincibility against "newbs" is just stupid.