Ukhata wrote:currently, the biggest reason for players quitting is a convergence of the following in no particular order:
boredom once you have everything you need (base, high enough humours, a purity cycle, money etc)
Being killed for whatever reason
The Tribe being ***** in the arbitrary "we are the natives setting" etc. (no you are not natives you are settlers from England as are the rest of us, otherwise you could never get the rights of the English.)
at least that's what i see on the forum from people
While I agree in a very general sense that those things are perceived as problems I would like to point out that 2 and 3 are basically the same. The Tribe is merely playing the game as it is, which is the intended behaviour of a beta tester.
So you suggest the problem is a convergence of:
Lack of end-game (nothing to do when Progression stops being interesting)
Dying as an end-game scenario (End game seems atm to be pvp... implying that Progression, albeit long and painful, is just one iteration of a birth-death loop)
I'm sorry I'm probably just twisting your words toward my point here but I made it boil down to permadeath... sorry about that feel free to explain you point further.
Fact is I don't really think removing permadeath is the only solution. (One could argue that at this point is the easiest to code thou)
Let's say for example that to be high-end two weeks is the time required, you could go farther but it doesn't mean a whole lot. Maybe if you play with friends and really specialize you are end-game in one week square.
I bet that dying for wathever reason in this scenario instantly becomes much less of a pain and the Tribe along with that (they would be in the same wagon with anybody else and if they still win a lot then it means they are good period.).
Also, being that the birth-death game loop has become a short term loop you have your end-game fun thus avoiding boredom: After 1-2 weeks you start looking for an opportunity for combat! That means you could actually start to like the birth-death cycle because (I could draw a picture about this...) it starts to stay in Flow.
Edit: Now that I think about it, maybe a piece would still be missing... maybe pvp is not interesting enough with the present assortment of stances / moves to justify a player wanting to go through multiple week loops to get better at it. But is easily fixable... this is a beta server, just let's start experiment with a lot of different moves and stances.
Did I go too far? What do you think?
I was lucky...