They seem to have decided that less sandbox can balance TC problems in limiting where keeps can go. I can agree. Sometimes having limitations can help a developer sculpt an experience to play out the way they want it to. As big of a fan I am of Wurm Online, that game did not sculpt a great competitive experience. Games like Darkfall, Crowfall, EVE and MO have always been "softcore sandboxes" IMO. They're balancing the need for complete player freedom with a desire for a balanced and enjoyable competitive experience. It's the very nature of these sorts of games. I would have A LOT of suggestions if we're talking about a true sandbox experience like Wurm or LiF (If you haven't played those I'll summarize and say terraforming is a requirement to be "softcore sandbox" IMO). But we're not, so all I can say is I hope that keeps in MO2 are really detailed in how we can use components to make very customized bases.
Wouldn't mind seeing houses have an area around the house you can customize a bit too, though with different options than we have for keeps.
Timers feel very artificial to me. But things like set outpost locations... I'd make the locations natural terrain features that feel like places of importance to have a presence. Some place you can't even reach without magical means probably isn't too important to have a fortified outpost on. You could achieve the same effect by just having some logical limitations that make the system feel a bit more real, but the simplest method is probably just choosing the locations as they already did with keeps. Theres at least 3 different rules outposts would need to follow if they're freeform placement, while with pre-placement they don't have to screw with any of those kinds of systems.
Wouldn't mind seeing houses have an area around the house you can customize a bit too, though with different options than we have for keeps.
Timers feel very artificial to me. But things like set outpost locations... I'd make the locations natural terrain features that feel like places of importance to have a presence. Some place you can't even reach without magical means probably isn't too important to have a fortified outpost on. You could achieve the same effect by just having some logical limitations that make the system feel a bit more real, but the simplest method is probably just choosing the locations as they already did with keeps. Theres at least 3 different rules outposts would need to follow if they're freeform placement, while with pre-placement they don't have to screw with any of those kinds of systems.
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