abt79 wrote:Jalpha wrote:I actually find it much more convenient to have access to loads of semi-active claims which I can loot. It makes starting a new character much easier. Instead of spending a week trying to get flax I spend an hour.
In a game where it's more about the journey than the end goal and the whole point is to work hard for things, is this really that great of a gameplay feature? I'm the type that really appreciates decay, where an inactive player will lose everything he's built but still will leave a scar on the world that will last (less or available, an ugly patch of stone/grass for a while); rather than letting nubs have free loot, progress quickly, and then quit once they hit the q grind
Jalpha wrote:Ultimate solution to the issue might be to have a server where you limit each individuals playtime so the dirty casuals can almost keep up. In reality we will probably have a server which is relatively permanent and another server which wipes regularly.
Limit each individual's playtime? Yikes fuck no, they already tried that 3 years ago remember?
And 3 years ago I had break from haven. Despite not being casual.
Anyway, casuals shouldn't be able to keep up the pace with non-casuals, unless they group up on the level of communication and managment, they can work up with the numbers.
Also, I like ruins, which sadly decays and I don't mind noobs having free-access to low Q stuff. After all, they can loot all they want, without proper skills and stuff, they will go either down or stagnate with their looted goods.
I see so much complaining about how easy access sprucecaps have to stuff if they find inactive place. Yeah, totally, a week quicker progress in few hours. Reaaaaally much.