Tl;dr - Skip to the last two paragraphs 'Quintessentially/Core Rationale'.
Grindfactor
It seems to me that XP, gold, and accumulation of hard resources are the factors that gives every game it's grind factor. We have eliminated gold and I think it would embody the spirit of what makes H&H to do do away with LP as well making the entire game completely based on the accumulation, processing and expenditure of resources.
Now there are varying definitions of what 'grind' is so I'll clarify what I mean here:
The 'Grindfactor' of a game is that part of the MMO that you must do, despite the fact that it is repetitive and boring, before you can do something worthwhile and enjoyable. The Grindfactor is determined by two subfactors: Repetiion & Duration. Multiply those two factor together to recieve: The Bore factor. Multiply The Bore factor by the Incentive to receive the 'grindfactor.' The incentive is the payoff for completing the grindwork.
Right now, the current system uses the grindfactor to stave off the altpocolypse. Any free MMO game that does not want to police its player base has two choices. Make alts expensive (Grindfactor alert!) or somehow make them an intrinsic and integral part of the game itself.
How an LPless H&H would be different & the problems it would solve:
A focus on resources: Character development would be %100 about resource acquisition & consumption. You would kill shit simply for the resources. PvE for Food, and other items not yet in the game. Most notably the FEPs. Players for their accumulated wealth and claimed hard resources. Much as skills now affect item QLs so then would stats only affect.
Hard Skills: Replace purchases with fetch quests or make them automatic but make them limited to specific credos.
New players: We are all too familiar with the daunting tasks new players face when you explain to them that they have to grind for three months (if they play every day all day) to be deployable PvP and that they have to start over again if/when they die. Also, New players are not indecisive. They are all about changing into ANYTHING other than a fucking newbie. Side suggestion: New players should start at full change.
Trad/Change: Simple, Affects FEP bar instead of LP system. This would accelerate character development. The %33/%300 offset is probably excessive Making the FEP bar %50 & %200 (Change & Trad, respectively) of the highest FEP would make charecter development much cheaper and more focused.
In addition, buff/debuff ingested FEP's based on a specific credo. For example; Rangers would get Perception & dex buffs and small con nerf and large PSY debuff, scouts and thieves would get dex buffs & con nerf, etc. I don't mean buff/debuff to the stat specifically but food ingested would multiply/reduce the FEP's gain from what was ingested based on the type of FEP & credo
Combat - Based on Stats. Obviously, The combat system needs to be diversified while avoiding too heavy of a 'rock paper scissors' effect by making too heavy weaknesses/debuffs. Different credos would use different weapons and armor that would use different stats for to-hit & damage that would be reflected by the buffs/debuffs that class receives to FEP consumption.
Regardless of stats there should always be a %10 chance to-hit and a max %90. Even %30/%70 hard or soft cap would be balanced.
What this means is that Combat would be more intense because EVERYONE is risking something because no one could become so goddamn uber no one can hit them. Risking a Well-developed charecter should reflect a weeks worth of heavy gameplay (3-4hrs/day) though a fully developed charecter could reflect up to a month's worth of consumed resources. Character investment into insanely high LP amounts would not a basis for just logging off and letting the enemy raid your village (EVEN WV DID THIS WHEN CUTLASS RAIDED) because you haven't gone full trad and aren't ready to suicide.
Not having to invest Millions of LP into a character to even make it deployable to the battlefield (and thus risk MONTHS of work) means we can make several different alts into which we can invest Varying FEPs to develop into vary credos of combat types. Adopting Credos would make Certain FEPs easier or harder to accumulate (% nerf/buff of an eaten item) among other things like making certain weapons/armor usable and more.
Crafting - Crafting characters should be separate classes of characters that get combat nerfs but gain a slight buff to all FEP's gained to keep balanced stats. These are Credo: "Peasant"
Alts & Multiboxing: It happens. Let it happen. Let us multibox off the same account. Make our alts kin as an automatically.
Trading Trade, as always, involves trust and will be become even MORE epic through this development.
Quintessentially: Reduce the investment required for a character to become combat worthy by removing the necessity for gaining a whole extra tier of character development and make FEPs cheaper to consume via specialization with credos. Encourage PvP. Make PvP Dynamic. Make people fight over resources. Double softcap FEPs by giving diminishing returns on higher stats. Stop making the game so goddamn hard to develop a character to a combat deployable state and allowing single players with no life to develop to uber states. Such players should, however, be able to develop multiple chars to have multiple play-styles available to them so they don't get too bored.
Core rational:You CANNOT have a balanced sandbox game that discourages PvP. It's just an asinine paradox. What makes this game unique is not its PK anywhere sandbox style. That's been done before and that's what I'm going back to ShadowBane for when SBEmu goes live in a month or so: their character development is short lived, hard-capped RPS Specialization that encourages Teamwork. The game is a Sandbox PK anywhere that acknowledges PK. It is rather that the game revolves entirely around consumption and production of resources. Ousting hard cash flow from this game is something that is new what created this style and makes H&H unique (That and no NPCs). LP is just XP renamed. It is the same damn thing and it is what is causing (next to lack of development) the two major problems in this game: Combat Imba & Newbie Suicide rate.
Obviously, when/if this is done the entire game will be just as asinine as it is now if there is no reasonable method to conquering villages and establishing kingdoms that can annex other villages. SUB OR DIE! Like it or leave it hate me or flame me; I could give a fuck less now that I've found out SBEmu will be going live very shortly!