jorb wrote:I think the current user numbers are a pretty damning indictment of our development and/or management, or perhaps of the game itself, tbqh, but -- while I can certainly speculate -- I don't know with any perfect certainty what the big problem(tm) is. I am concerned that recurring resets is an addiction that we're feeding which prevents any longer term commitments to the game.
Continued development is the best I've got.
The barrier to entry on a non-fresh world is gigantic, and the barrier to make a competitive village/character even more so.
Trading is basically dead, so a new player either has to join up with a large faction (which usually stops happening late-world) or wallow in irrelevancy for a few weeks until they get bored and quit the first time they get attacked by someone several dozens of times stronger than them.
Just look at what removing village idol teleporting did to trading, to me this would seem like an obvious enough reason to bring it back in some capacity, despite how "ugly" or "unrealistic" it may have seemed when it was removed.
I'll go ahead and plug my list again which I'm pretty sure you've already read. No disrespect intended, but I think you guys as devs severely underestimate how bot-heavy some of the mandatory content in this game is, which basically locks relevancy behind a "Do you have a village programmer?" requirement, and anyone who tries to engage with said content manually will inevitably burn themselves out and quit. The amount of things you need to do simultaneously to stay relevant has also rocketed since the legacy days. I wouldn't dare play without bots or without a HUGE faction of other players to make all of these tasks somewhat tolerable, whereas smaller (yet relevant) villages were commonplace back then.
I think in general a lot of compromises will have to be made along the way to make this game fun and accessible, and not a doomed venture from the start for newer players, which is important to keep worlds from dying out so quickly.