Currently editing this thread to better explain the community vs player progression idea 12/26/2021: https://docs.google.com/document/d/1Xmi ... sp=sharing
Current situation
Since the start Haven&Hearth has been both; player progression and community progression.
Player progression was mainly working on your single character; that would sometimes not pass along to your community. If someone quit, it could cause a large blow to your village progression because they might have been the only farmer, or only smith. This also made it impossible for new players to catch up to older players (PvP or Village progression). Incases you invite a fresh new player to your village, that person could not work on your farms for 1-2 weeks till they got the stats.
Community progression was working up your anvil, cooking area, clay, clothing sets, farming, ect. This is the core fun part of the game that most people seek out at the start of each world.
Player progression has become a hassle to us all.
Banter skip to suggestion or read-> Major parts of player progression is botted by top stat players. Having to log on every day to feed your char 6 times to keep up, stacking your study all the time.
Suggestion
Remove player progression and make the main focus community progression.
Community progression is already in the game but it's very overshadowed by player progression~ removing player progression (stats, attributes, curios) would be a big change to the game but ideally a necessary one.
Possible outcome
With no player progression there would be less need for alting or bots as you would not need mass farms to field a single person. Less likely to make a ton of alts for ever other job. Less likely for players to quit after a death. less likely for players to quit in batches because one player quit, community progression make players worry less about their chars and more willing to fight, there still should be some type of end game player progression to make the last thing be less true.
Community's working together to upgrade community works and push quality of facilities. More trade, as people want to get ahead.
Player progression changes
Player stats and attributes need to capped straight down to 10 and can no longer be increased other then endgame items, buffs, wounds and cloths.
- cloths would need to be gilded and remade, the never ending loop but could be traded away.
- Food; should be made into giving 24 hours buffs when eaten at a table, and have a max (say like 5) buffs you can gain.
- Alchemy already works great
- Wounds; this would ideally be the "new" player progression gaining wounds will sometimes give you a wound('s) that could give small stat increases (battlescars: +5 str.) , however eating an Ancient root can still cure the wounds. this system would be ideal to make fighters more worried about losing their char's or taking dmg.
- Curios; this has always been a tricky one for me. Ideally I would keep them in the game, increase the time they take to study and throw buffs onto them like; while studying a lucky rabbit foot, rabbits you catch have a +5 in Q. Bear tooth, you do 10% more damage to animals.
- Credos this system should stick around but changes should be made
Community progression
Community progression means any action you do, could benefit others. You make clothing, you die to another player, they take your clothing.
But it also allows you to share you clothing with anyone to give another person the same stats, food buffs and other buffs allow players to catch up instantly or take days off without worrying that they would fall to far behind. Players could easily trade their old goods to allow for people to catch up. WWW already have a catchup feature.
End game player progress
This would be more for faction players, Kingdoms and whatnot.
Resource fighting would still be a thing but the shift for resources would ideally be for "refreshing eternity tea".
taking a Ancient Root, Lilypad lotus, heartwood leaves and ageless ice to make the tea. This tea would give a single permanent stat increase at random. This should be relatively hard to do to a point that picking all these at the wrong times would mess them up, IE decay resources after 24 hours. They would need to keep and protect the resources. Also there should only be a few ageless ice in the world, 5 and take around 3 weeks to respawn. Ideally to keep things in balance for a good time.