pawnchito wrote:It feels like I'm taking crazy pills seeing the one that has the most to benefit from
not time gating is advocating for time gating.
It's not just one person or group that is 'advantaged' by the lack of time gates, it's multiple, opposing groups. This means that to not fall behind each other they all have to no-life extremely hard. It seems they want to give up this 'advantage' to reduce the nolifing, in such a way that it doesn't make them fall behind (by nerfing all the top players). Even with massive nerfs, the top groups will still easily dominate the vast majority of the players; the difference is so large that it's primarily the difference between the groups that matters. And assuming you're talking about Snail, though I know to take whatever Snail says with a pinch of salt, and I don't really follow faction politics so correct me if I'm wrong, from what I've seen posted on the forums Snail generally seems to be slightly behind other top players progression-wise? That would make this essentially 100% upside.
terechgracz wrote:Do you people have any argument against hard timegates apart of that you don't feel it is good? I think it's great, easy to implement, works synergistically with world resets.
It's arbitrary and unintuitive. Haven is not an abstract game; most game mechanics have some degree of thematic logic behind them. You don't raise value A and obtain token B to get a combined number greater than C so you can obtain token D, you raise your strength and get a good pickaxe to make powerful enough strikes to dig out malachite. This makes the game much easier to comprehend and more importantly, much more engaging. I don't want token D, I want cool-looking green ore. I'd have a hard time memorizing that the combination of value A and token B must exceed value C, but it makes sense to me that if a rock is too hard I need to either get stronger or get a better pickaxe.
Timegates likewise need to be dressed up as something interesting and memorable, and while
Zentetsuken's suggestion of arbitrary lore events does address this to some degree I'm sure I'd be bored by the third earthquake hollowing the underworld, in addition to simple arbitrary timing making it less interesting. (In contrast, if some faction accomplished some incredible feat to unlock the next layer worldwide and I'd get a notification about it, I'd go 'Whoa, they managed to do that already? That's crazy!' instead of 'oh, another cave level. I'm still on level 2 so who cares'. I imagine the difference would be all the greater for the faction that would now be celebrating their accomplishment.)
jock wrote:removes chase, creates the "well i guess we wait till xyz day lets go play......xyz."
It's not like Haven has a shortage of things to do outside of the bare minimum activities required for a faction to stay competitive.
jock wrote:"o look we missed the release of xyz, now we are behind, we can come back next world."
What? This makes no sense, it's the opposite. If you miss two days of cave level 3 being opened and there's still 12 days until level 4 opens then you have 12 days to get to and make the most out of level 3, and you will enter level 4 around the same time as others. This is in contrast to the current situation, where others would also beat you to level 4 by two days, and level 5, and level 6...7...etc. They're never gated to let you catch up.
jock wrote:It also feels bad to remove content from players, the perception of Hard Time gates it bad. It's not progression it's waiting. Nothing you do has any effect on it.
So have it be influenced by players. Ideally, something that players do that progresses the world for everyone. (Could be a community effort, a single-group effort with a special reward for that group in addition to the global progression, or something in-between.)