jock wrote:can we actually have a good world system with 2 worlds running for 2 years, 1 year apart forever? world one could start soon, then next year same day you start world 2, then the year after that you reset world 1. Clarity, point of return and options of choice.
or we can stick to this fuck about schedule we have and the game can continue to eternally be missed at start by players who then won't bother joining.
Have you seen the population tracker? You can find it through the wiki front page.
Havens population over time shows a clear pattern; 50% of the initial playerbase leave after about 2 months. A further 2 months and it's halved again. By the 6 month point the population is below 300.
I'm sure
someone who's good at math could find an equation that describes player attrition more accurately, or tell me how to calculate it.
While world lengths vary, the pattern remains more or less the same - this suggests that world length is less related to player attrition. Where that not the case you'd see wider peaks reflecting world duration as peoples interest remains active.
This is one of the reasons that the seasonal model has developed in online videogames - it maximises engagement, 2 months at a time.
How to balance this in Hearth, however, where longterm goals and developments are a foundational element of the game, is beyond me. You can't possibly invalidate a players
work by reducing the world duration - who'd buld wonders if they only lasted a few months? On the other hand, the majority of world history crawls along after a certain point.
The shitty advice I'm regularly required to give myself is; "Just play the fucking game
now among other newbies who've joined, rather than comparing progress to the endgame tryhards - most of them fucking stink anyway, why would you ever consider them peers?"