
I've been playing since the world start. We could meet dozens of people a day first 3 weeks. Nowadays, I hear my friends saying they have not met anyone in 4 hours of travelling along central river systems away from our village. It keeps some people wondering, where are those 700 people online?
Badly edited Abstract
Hafen might be fun for the first couple of months, when you have to build your village, make level 5 mineholes, find resources and etc. A few weeks later people start realizing that there is nothing else to do, since the actions listed above keep your interest only for a short period of time. You do not need to grind highest stats. As a result, people start complaining about the "dead game" and the devs destroying it. Then, people start quitting, since maintaining your livestock and quality grind becomes a routine and pointless (you just produce for the sake of production), trade is not that vital for survival, you do not need any allies since there is a little to none need to leave your walls at all. At the end, players start begging for the world wipe even if they'd lose all their belongings and characters.
The image below represents some of the major issues of hafen's socio-economical degradation.
Trade
Big villages have the potential to sell the high quality items and resources. But they lack the interest in doing so, since they are self-sufficient and do not want to trade for anything, but tokens. Foregable curios cannot compete with craftables. Salt/Ices/Crystals are collected by major factions mostly, so the noobs cannot sell them on a consistent basis. Lack of interest of big villages in trading leads to:
1. Lower interest in maintaining a good image and sparing people
2. Lower levels of social interactions
3. Lower numbers of trading hubs and role-play spots
Social projects
They lack some in-game mechanic support, therefore there is a lack of events and they require a high level of maintenance. It is probably not so evident, but maintaining the Venetian Emporium last world was tough even for a big faction like mine. We used to have some nice events back in W3-6, when we'd have food event bonus. Therefore, people need to make an actual profit from events in order to have a motivation to initiate them. We won't see beautiful communal projects surviving for long and re-occurring.
Politics
Low action consequence levels lead to lower social interactions, higher noob death rates, game feeling boring and miserable. Right now pvp interactions are concentrated around camping crossroads/caves, showing up at your enemy's walls and trying to lure them out. Meanwhile, raiders are butchering noobs out of boredom. Doesn't sound like an ideal situation neither for raiders, nor peaceful farmers.
