Delamore wrote:A Tale in the Desert is probably the only proper MMO I can think of that does resets in a crafting/building game.
This game man, was amazing, is amazing, stays amazing. If only Haven had their minigames.
I think structured resets based on the actions of players in the game would make haven more fun and healthier for the playercount.
However, I can see both sides of the argument. I think the current path being pursued, where the world purifies itself as old villages and claims get abandoned is the perfect form of 'reset'. I've seen barren worlds full of ruins so tightly packed together there's nowhere to set your own claim. (Hyperbolicly, it was never THIS bad, but it often made sense to build on the ruins of others than to start your own).
They've talked about paving slowly being devoured by the wilderness, houses fall down RELATIVELY quickly (though stone mansions take their sweet time), and eventually even unclaimed brick walls fall to the ravages of time. Refinement of this process will have the world renewing itself.
This also means, incidentally, that crops should eventually disappear if not harvested. Frankly I've always felt they should slowly degrade in quality if not harvested within 24 hours of being 'ripe' and eventually just disappear altogether.
In short -> The world needs to handle the 'reset' process, with the old factions that have withstood the test of time still being able to continue on.