- A flat, gray, evenly distributed world does not present inherent challenge or interest.
Neither does a world with insurmountable challenge. One of my favorite games of all time is Dark Souls. It is renowned for being very challenging and hard....but SURMOUNTABLE. Its the ability to overcome the challenge that makes it fun. CoE marketed itself on similar logic. "You want to become a King? Well go for it my friend, he is gonna be pretty entrenched but its doable". What Evelake is saying, and something I agree with 100%, is if you provide people access to mystical weapons and the like and they can just mass produce and hoard them, why should anyone ever bother coming for his throne? They aren't going to get it.
How do you and the King know that your advantage is insurmountable? That's a gross assumption. We know from the Creator's Mouth that the dev team will be actively Game-Mastering to make sure the right amount of conflict and opportunity exists. You can expect any advantage that appears to be insurmountable will be surmounted by a story event.
- Technology can be stolen just like anything else. The advantage is easily surmountable. Even seeing the product of enhanced technology should be enough to get other players on the path to creating it.
You don't know that. As far as I am aware, you have to teach it.
Blueprints are physical objects. Reverse engineering was mentioned previously, though I do not have a source on hand.
- A rare item is only as effective as the player wielding it. Just because a player buys up a pile of rare trinkets and epic walls doesn't mean they'll be able to keep either.
That can have a varying amount of truth to it depending on the mechanics. Some games, sure, you are right. Other games, players can become virtual raid bosses when geared up, regardless of skill.
Virtual raid boss? Sounds like quality game content. I'm sure someone will be along to raid that player.
- The cost of these legendary items is immense. That is a true hurdle that ensures these items stay rare.
Not to those with lots of money.
Who are, themselves, rare.
- People have to weigh two costs to participate in this game, either an opportunity cost via time spent playing or a financial cost via dollars spent seeding the world.
What if someone has both? Do they just win, despite all other factors?
See above comment about dev involvement and the other about rarity of wealth. If you know someone who has both time and money in great quantity, I bet that someone is the only one you know. It's not like there are idle rich folk sitting in every coffee bar.
On one hand, the $$ route leads to quick advancement for a very limited window. On the other hand, time in game will inevitably overcome any early established advantage precisely because the world is not an even gradient. Opportunity will be widely spread and come at a variety of risks and rewards.
All of this leads to more enriching gameplay over time, not less.
I disagree. More competitive -> More enriching gameplay. By allowing people too much of an advantage, you get rid of alot of competition. Being able to buy Noble Titles, Buildings, and Equipment should be the extent of what you should be able to do with EP. It is meant to help you customize your pledge to your liking, not buy the best gear in the game.
Then we disagree. I feel stilted advantage is a huge motivator for competition. I know several players whose biggest objective is to kill a King. Why? Because kings are rich and powerful and have huge advantages.
- Look at all the highly visible wealthy backers. There are a handful of them. Everyone knows who they are and where they live.
Ok? Cool?
- Now look at all the potential players, hungry to gain fame and fortune. Thousands upon thousands of them.
What about them? If all it takes is a swing of the Sword of Pleb-bane, which all of your Knights have, to smite an army of them, why would you care?
Here you assume that a legendary sword presents an unbeatable advantage. Have you read the design documents and dev statements? Such objects will not be unbeatably strong. And relics, which can conceivably be strong are not craftable.
- Look back at those highly visible wealthy backers, again. Look tasty, don't they?
Bon appétit!
Not really. I much prefer to not have my corpse charred by magic which is supposed to be so rare its like it doesn't even exist, despite everyone with money having some form of it.
Everyone with money enough for an artifact constitutes 1% of the server population. That is the only form of "magic" one can buy. Sounds rare to me.