Jackard wrote:if you made charterstones give RoBlike levels of civilization that wouldnt be as much of a problem
but that might cause other problems
Yeah, the greatest trouble with civilization (in Haven) is that people tend not to want it. The only noticable effect it has is to lower animal levels (it does decrease decay as well, but it seems to be hardly noticable), and everyone except noobs, obviously, want high animal levels.
If civilization could be decoupled from animal levels, it could be quite reasonable to have the default-spawning mechanism for new characters place them explicitly out in Mordor, far from villages and other new characters, and they might actually be able to survive. It would probably be well liked by those who wish to begin as hermits. Of course, that prevents new characters of people who know each other from finding each other, which is why we added the charter stones. (Another option we discussed was to make noobs spawn explicitly in highly civilized areas, but I have the definite feeling that that would just mean yet another reason for many to avoid civilizing an area)
Our intention with civilization is that it should be likable, and that Mordor, far from being the only place of excitement and ability to level, is rather a place of hardship that you want to either avoid or civilize. "As the first hearth fires disperse the darkness of the surrounding wilderness", to quote the About page. One option we have discussed is to have the civilization rating limit the quality of crafted things in much the same way as skill attributes, but that feels a bit weird and backwards in some ways. I'm not sure. It
would lead to a situation where raw material is gathered in the wilderness but processed in civilized areas, which is probably as it should be. Of course, it might also be argued that such things should be taken care of indirectly by making actual division of labor by specialization more fruitful and fun, so that people actually want to be living together.
Furthermore, I'm not exactly fond of the current "static quality hotspot" system currently used for base resources, for at least the reasons that A) it is static rather than player-modifiable unlike most of the other more likable aspects of the game and B) it cannot be improved along with characters, unlike such resources as wood and crops. In a way, that may be realistic and so (seeing how good natural resources often are highly localized phenomena in real life), but it's a bit boring not to be able to do
anything about it (B it may just be an aspect of A, indeed). Of course, modifying the quality of such base resources should be
at least as hard as growing good trees.
One option for creature levels that we discussed during our last dev session is that creatures begin at level 1 everywhere (by default, say after a map reset), and players then have to "tend to their hunting grounds" to make higher-level creatures spawn. Say, by, for instance, leaving food in the area for the animals and such things. Likewise, each successful animal kill would decrease the creature level in the area, so that hunting grounds can be over-hunted if not properly taken care of. Creature level would be taken care of as an alternate dimension of the census system (the system that currently keeps track of civilization). On that same note, planting crops might be made to alter soil nutrient parameters in the area, which might even be used for making crop rotation techniques meaningful in Haven. Fertilizers and irrigation systems could also be used for altering those parameters. Farming is really much too simple as it is right now.
This is turning into a WoT, but I thought I might put it out there so that you can see what we are currently considering (and RAEG about in advance rather than after we've just added it ;) ). It is far less structured than what I tend to try and write (successful or not), but that is, of course, a reflection that our thoughts on it aren't quite structured yet.