Posted By AlteOgre at 10:58 AM - Wed Oct 03 2018
Yes, scale does matter, a lot. We're dealing with a world with finite resources.
Yes, resources is finite, but so is demand as well. Corporations (or guilds in CoE) aren't welfare institutions. No matter how profitable a corporation is there won't be any logic in hiring more people to produce stuff if there isn't sufficient demand to get your products sold. And the demand scale with the population, living standards, and purchasing power. That demand won't go away. If that large scale factory won't produce enough, someone else will do that production instead - because the community will want it and request it. Restricting OPC's and NPC's in that regard thus makes absolutely no sense as they don't define the economy - they are just cogs that helps the economy moving.
I've played games with finite resources before, and they are designed so that it takes a very long time to exhaust resources. If balanced properly an average vein should last a couple of generations if it only supplies one settlement. In addition CoE have recycling and ways to seed new resources into the world (volcanic eruptions and meteorites for example). So you're making a bigger deal out of it than it is. Conservation efforts to prevent deforestation and extinction of flora and fauna will need to be put in place early, but minerals should not be an immediate concern.
I expect that when a player hires an NPC, some dependency will come into play that will ensure the NPC will not automagically keep producing wealth without any effort of the 'owning' player. Such should and will adequately limit the scale of activities.
The NPC will need to sleep, need food, crave recreation, and potentially quit their job to seek better opportunities elsewhere. What more do you want? The owner needs to ensure the facilities are maintained, salaries gets paid, find markets to sell the products, and scale production up or down according to the demand. Being an entrepreneur is A LOT of work without having to micromanaging the lives of his laborers in addition.
Besides, if there's work that require skill that OPC won't be hired for long if they don't log on to advance those skills. Someone else with higher skills will always be in higher demand.
There should be restrictions on how much resources, produce and food and water a player can have in his 'containers' and replenishment shouldn't come without 'cost' / there should be some risk of losing stuff from theft, decay or unfortunate events. If all would automagically run (while the game progresses) without it coming to some standstill due to whatever reason, players will have no incentive to log in and play, because playing would only come with additional risk.
But these limitations are already going to be there. There's only so much you can own before you'll need a house, which have regular expenses tied to it. And whether it's a NPC, OPC, or an active player there's always a risk of theft or loss, a NPC and OPC is probably at a higher risk than an online player because they'll be easier targets. Players who don't log in won't make any significant character progress, while the community will still be dependent on its labor pool - the community shouldn't be punished for it if someone decides to quit or simply don't have time or interest to play as much.
The potential problem you mention regarding inactive players leeching resources will not be an issue when taking the above into account.
What you're essentially suggesting is that inactive players should die off. But what you don't seem to get is that the community depend on its labor pool, which is also a finite resource. Perhaps orphans will be magically poffed into the world, I dunno, but any other character will be claiming a NPC. So if inactive players just died off the world would get depopulated relatively fast, causing several issues and the potential death of the game itself.
The devs have stated several times they do not want there to be any significant differences between a NPC/OPC and an active player, and they don't want the distinction to be easily recognizable. Hence why restricting OPC's any more than they already will be don't make any sense.
Posted By Beathan at 7:50 PM - Wed Oct 03 2018
Have the devs confirmed that OPCs don't have skill progress? I may have missed a Dev chat on that.
Sorry for the confusion. It's as what Marovec said; I just don't consider getting novice skill tier for skill progression as it's the first skill tier. What I mean is that you can learn new skills as an OPC, but you can't really advance the skill properly beyond that. You're not likely to take on a job that require skills you don't have, so one is probably more likely to send ones OPC to a school for tutoring or to a guild for apprenticeship instead then.