by jock2 » Thu May 04, 2017 9:13 am
I think having a fixed schedule is the only way to manage resets well.
No matter what is in the pipeline, resetting worlds to soon alienates the players who have just joined and who may have just bought tokens. This is not only poor business practice it also would lack in any potential hype you could build and use to increase new and returning players interest.
E.g.
1 year cycles.
This would give players a longer term game but also allow for a fresh start. In the final 3 months, they could release screenshots or snippets of information of upcoming releases. Building up hype while giving them the development time to finish larger goals.
This also gives them the chance to run a "beta/test" server to try things out in that 3 month period. E.g. Big Pvp changes or New curio changes (such as the recent attempt of merging them) without opening windows of opportunity on a live server.
While I understand a lot of players enjoy the rush of new land and fresh world to conquer, there is also the other side of warfare, trade and Immersion to consider.
If i where the one to organise this i would have to consider 3 worlds
1 Perma World
Everything here is never deleted and people can continue forever.
Changes would be implemented on a quarterly basis
Allows for a good visual on what is the long-term effects of the game features.
Can the grind be fixed to stabilise a better economy, skilling or warfare at end game?
Nothing is deleted and allows players to experience a shifting and changing world.
2. A 6m-1y resting world
The bread and butter of HH a fresh new world to tame.
When it ends everyone is transferred to the perma world, with the opportunity to transfer over goods via sailing borders or portal
Everything i said at the start of this reply.
3. Test server
Run a quick 3 month at most test server near the end of the resting world, to test and try out new mechanics, get feedback and collect data.