Sarge wrote:ewlol wrote:Sarge wrote:The bigger world sucked ass for many reasons. One of the main reasons, at least as far as I am concerned, is that faction conflict (politics) and trade are two of the core ideals/goals (not sure what word to use here) of the game. The less higher level resource nodes are available and the closer people are in vacinity of each other, the more trade is stimulated and the more conflict is generated. Do a search on topics around regionality as example, that goes a long way to underline the base requirement for this.
By making the world bigger, all you are doing is making more resource nodes available and diluting both trade and conflict.
What I personally would support is a model/mechanic that makes personal claims destroyable/expirable (is that even a word ?) or whatever, so that someone who's claimed a node does not have 'control' over that node even though they haven't been online for months. This can be as simple as copying the village claim upkeep model directly to personal claims and that the character who owns that claim is the only one who can maintain through upkeep (inheritence still applicable).
Except that people who own the resources dont trade them and the nodes end up getting monopolized by one or two factions. If you want to stimulate more trade, its better to have little villages all over the world doing it rather than one. I think now would be a good time to expand the world, just 1 supergrid in every cardinal direction. I don't think you can look at World 3 and make the conclusion that larger worlds are bad. Haven and Hearth W6 is a whole different ballgame than W3. Back then, characters were a lot more precious than they are now; people avoided conflict. Now, characters are so much more recyclable and conflict has prospered because of it. Moreover, combat and the tactics behind it has changed immensely.
Your opening argument is a contradiction and ends with 'reducing demand will improve trade'... sorry Sioux, but I can't agree with you here mate. The fact that one or two factions monopolize high q key resources is exactly what creates the scenraio that 1) If you want some you will need to trade for it or 2) Club together and fight them for it. I'm not saying the game currently caters to enable these means (because it clearly doesn't), but that has always (afaik) been the intention of it.
Maybe a distinction should be made between how it ideally should be and how it can currently work with all the broken mechanics.
If you think large numbers of people are going to get together to take on a faction like AD you are nuts. HNH today is just tiny skirmishes scattered from tracking/chasing. There is a reason it never happened on W3 and it wont happen now: it it just too logistically difficult, nearly impossible, and if executed so many will die.
History just shows that if resource nodes are spread among several factions, your desired "fighting and trading" will begin. Remember when in W3 the world expanded and a little japanese faction found a gold mine? Remember when the Goons had q86 clay? Remember in W4 all of the competition over the Korean's q109 clay? The list goes on an on.
In W3, Sodom owned 2 q100+ soil spots (and more q80+ nodes), HQ clay, q76 fishing, and many others. God knows what AD and others had. We weren't selling that shit and people didn't ask, neither were people attacking us much over it. If you shut up and do microtrading with trusted people with your resources, MORE trading ends up happening.