loftar wrote:Part of the problem is also that the alt problem is entirely intrinsic to everything about the game. I hardly see a future where we can make it so that it's not strictly speaking better to have two or three alts just to be able to do multiple tasks at once
The case when it's not better is when the outcome depends on the mental activity, not on the time spent. Of course, a game can have more relaxed activities, they just have to be rewarded accordingly.
I'm afraid a game can't be about "just being there and pretending (imitating smth., like LARP)" when it is competitive (open world PvP) and has free access. Looks like, it has to be about solving problems and overcoming challenges then.
DDDsDD999 wrote:I agree that there will always be an advantage in having the ability to have characters in multiple place at once.
An incentive to hoard more "property" can be countered by a need to "maintain" it in a way. (Not in a way of simply spending time, ofc).
loftar wrote:One thing that we have actually considered in the past is that claims become "inactive", as in no longer receiving LP from studied curiosities, when the owner hasn't visited the claim in a while.
Keeping in mind that a claim is something like a projection of its owner's power... maybe somehow take character's stats into account? And anyways, it looks like paying with time-priced LP is too simple.
loftar wrote:Potential critique on the specific ideas linked aside, would you guys really stop using separate combat/crafting characters just because that were implemented? It is difficult for me to imagine that you wouldn't have separate crafting characters anyway just to avoid the risk of them dying in combat.
As long as combat and crafting tracks of development are easy enough that one person can master both...