Archiplex wrote:Granger wrote:Tamalak wrote:Personally I would really dislike "scheduled" resets or resets as a core principle.
This. The causes for resets (apart from additions to the game mechanics that require data structures that incompatible with the current running world that there is no way to convert them) should be removed instead, the cancer of endless growing numbers has to end.
As I mentioned in the OP; the reason I think resets should be embraced is because endless worlds don't seem like a feasible thing that can be developed with Hafen's current design; the only way an endless world works is if there's a stat cap (flat or asymptotic )- but then that means there needs to be some other alternative reward for playing the game a long enough time. In this theoretical infinite world; what would you think should be the 'end' game? What should players who have been playing for a year be doing? what about 5 years?
I see it this way: While I completely agree with an endless world needing what boils down to be an effective stat cap... the game needs one anyway as the current endless growth creates way more problems than it solves.
Because as long as there is no proper way (and spending tokens on a market is none) to return to former glory (compared to the rest of the characters on the server) from character or even base death... the population graph will continue to look like the ones of all worlds we had so far, siege will continue to have to be near impossible (or it'll speed up population reduction by orders of magnitude) and people (the normal ones) will continue to be unmotivated to PvP as they know they have 'lost' for the rest of this world the moment the combat interface shows another character portrait. You find my argument about this
here, in case you missed it.
Another thing needed for a permanent world is removing derelict structures, with
this having been put in production (though arguably with 'wrong' speed, possibly stemming from it being implemented only in part as the map tiles still have to be loaded for it to happen - I hope loftar will eventually implement it fully so nature will 'correctly' reclaim hearthling made structures and re-forest areas that are abandoned and no longer visited) we're a step closer. While there is nothing to mitigate the results of terraforming yet this could be added (modeling erosion) at some point, as could be something to restore clay patches). What's currently completely unsolved is what to do about the underground, though some people have thought about ways how this could be done and throw ideas around at times.
The next thing is that quite some mechanics work too much in a first-come keep-forever manner, making the world somewhat static after the initial rush where people find their place in the world. Though the nerf to village authority (which the devs IMHO overdid a bit, it would have been better to change the authority influx side to require actual villge life, instead of just increasing the drain) changed that a bit. But there are quite some systems that in my opinion need mechanics that make things more dynamic... like giving kingdom cairns an upkeep that has to be performed on site (point made
here, to turn kingdoms from winner-takes-all-just-claim-first toward a more organic approach that leads to kingdoms being in need of actual support from their subjects (instead of claiming them, should they want it or not, and be done with it).
What should be the 'endgame' (which currently is pushing numbers, if there is any at all) is a good question, one that hasn't really been discussed in deep as many on this forum seem to have difficulties to take a step back from their idea of things and approach such questions with an open mind that allows for new perspectives to be explored. I think that something revolving around fighting (including
limited raids) could work quite well, but that would require reasonable way to rebound from defeat (character and base death) for joe average or it won't be palatable for enough players to make them want to pay to play to make (and keep) the game big enough so that the world dosn't feel empty. Also there are the monument projects which are somewhat incompatible with wipes (as the latter are likely to destroy motivation to sink time into the former), so a permanent world would certainly be better place for the kind of players who like these things.
Question in general is how to prevent static situations, eg. only having one and only one walmart like market in the world would be (in my eyes) a bad thing (except for the ones running it, along the famous Rothschild quote about not caring about laws as long as he is in control of the money) which effectively can only be prevented by
not making the whole map available to a character on a whim through teleportation. You find thoughts on this
here in case you're interested.
Plenty of things to think about... my view is that aiming at a permanent world when thinking about how stuff could work leads to coming up with mechanics that will work better, regardless of them being implemented in a permanent world or a series of throwaway ones.
Also we have players that bot the life out of this to play in a more RTS style, while I agree with botting-be-gone being a good idea... I also agree with the perspective of the game being needlessly tedious (likely from missing an endgame, leaving only infinigrind to keep people busy) which I tried to combat with my support for suggestions like
this.
YMMV on all of this.