Hi all
Disclaimer: As usual, this is in the context and perspective of a new member of the community with very limited knowledge about the in-game content, social structures (cabals) and all that.
I have seen multiple signs on the forum that suggest there little to no incentive for long term investment on a character.
While re-playability of content is a plus, and the RP diversity that comes from a new character, there is also value in long term investment on a character.
As far as I have seen, there is little incentive to venture to really hard areas, and there is little reason to invest on a character.
I have seen two methods of advancing a character in the med/long run, which was required to beat the hardest areas of the respective muds. One of these was full PK mud, another was not, but both essentially boiled down to the same thing - become way more powerful in order to beat your opponents who were also becoming more powerful, and the new areas that were increasingly harder, with a difficulty level significantly outpacing the drop quality (50% more dificult for 15% better drops).
Approach A - remort cycles
A character could "remort" back to level 1 by beating a very hard area that required full gear to be beat. On the last room of the gauntlet, you could perform an action that would bring you to level 1, waste away all your gear, and get the equivalent to 2 training points. This could be infinitely repeated. This was a 102 level system, where a "cycle" was not doable in a single digit hour count, was something at best a 50h time investment. Would people be up to spend 50h leveling again in order to get 2 training points? You bet they did. Repeatedly. Lets look at a warrior 50 with 1000 life. Tmaking that warrior 50% bigger (500 HP) means 50 training points at 10 HP each, so lets say 25 remorts to get 50% more health.
Approach B - DM investment
I don't recall what DM stood for. Divine Malformation, lets pretend it was. You could amass a large pile of gold and a special item that would grant you one training worth of HP or Mana or Move, or a base Stat (not over race/class cap). The death penalty on this mud included full gear loss if corpse not recovered within a given time (a couple hours IRL) and the loss of a random base stat, so recovering your base stats was a thing. Lets say you build something similar here, with a cost of lets say 300k plus a drop from somewhere really hard to get 1 training. That would mean 50 times this investment to get 50% more hp on the same warrior of the previous example. 50 x 300k is 15 million gold.
Someone willing to do this should not be prevented from harnessing this power. Long term characters would start to develop. Harder areas would be possible. Group content would be not only possible, but welcomed. Imagine now a "top end hard monster" has 5k health, -30 all savs, -500 AC and 60 hr/dr. This hard monster would drop a 10 point budget item, lets say +30 HP, +3 HR, +3DR, -10AC. Now you can make a monster 50% harder!! and give it a 12 point budget item with rotdeath. Would not be soloable. But would be great incentive to either group up, or develop your character beyond just leveling to 50 and getting a semi decent set. Would this cause power creep? Absolutely. But is that a bad thing? I don't think it is. A character that is online enough to amass 15 mil gold is for sure someone very visible and active in the community. Not something that can be done logging 4h a week. growing the player base is important, but also giving reasons for the current player base to actively use their characters is also positive. All in all, what matters is how many people you see when you type "who", when you are looking either for help or targets. Would this be counter RP? Not necessarily. I see no issue in having a Cabal leader who has been played 1000 hours in the last couple years, and is 50% bigger than a recent 50 of the same class/race. Rest assure the opposing cabal would find a member that would work towards the goal of matching his power.
(this is in the context where perma death can be somehow delayed with a challenging method that decreses the death count)