Hmm, that's a shame. I liked the idea of never returning to a world you'd played before, because it would keep it fresh. But that doesn't work unless worlds get closed at some point.
Agreed that never returning to a previous world would be an interesting mechanic, particularly in combination with a non-static generated world, but letting servers slowly die entirely wouldn't work as the last few remaining would lose interest in a (mostly) empty server. An alternative would be to completely reset servers once they meet a population threshold along with the repopulation. Any survivors on the server would retain their gear/skills, the server would be re-generated and they would be repopulated onto the server along with the newborns.
The problem with this would be making it worth it for the survivor to actually survive. He (or she) needs a reason despite the fact that he's going to be reset along with everyone else. Some sort of further progression beyond pure gear would be necessary I think therefore. If this could be done with buildings/houses - assuming a viable way for them to be transferred to the new server as well - and further perks (increased storage capacity etc) then I think this could work, but it would need a lot of consideration. What does everyone else think?
As far as procedural, you could go as simple as the L4D approach, e.g. 99% of world is fixed, but you can add or remove obstacles which change pathing and therefore tactics. You could also randomly pick spawn points from a list of candidates, and randomly select which weapons are available. Also a fixed set of buildings could be randomly placed on any large flat area.
if a world is permanent... hmm.... maybe you could make small changes in unpopulated areas of the map (when pop is low) to keep it fresh. Might come across weird. As an anti-gank tool, maybe when you next get reincarnated on that server you have some ability to sense your stolen property, e.g. by looting they set themselves up as targets?
I'm thinking that partial random generation is the way to go; Allow some fixed hubs, and generate terrain in between. Hopefully to grand effect, but that is pure conjecture. Making changes on a live server I think would be weird. It would depend on how big or small the changes are. If you start moving buildings around it would just be confusing - I suppose you might be able to get away with it with worldbuilding it into the background, but I'd rather not have to try. ^^
Not sure about sensing your previous property. Presumeably you're not going to be the only one to have died on this server between your death and your respawn. I'd rather try and emphasise the fact that you're starting over (even if on the same server) rather than try and get people to avenge their previous life.
For structures, you could have ruined buildings that can be fixed, and if abandoned go back to being ruins. Rather than new buildings.
I like this idea. It would mean buildings would be a finite resource, but if done well that could be a huge positive.
Will PvP be a primary source of resources for players? Will it be possible to live entirely by harvesting players? I've always been a fan of supporting that sort of lifestyle, where carebears can grind for loot and then be harvested in turn by PvP gankers, but it has to come with some serious balance. Predators must be able to starve, and just as the lion cannot live on grass, the dedicated PvP player must be somehow prevented from directly obtaining resources.
In EvE, you could pirate all you wanted, but less skilled pirates could just hop into a mining barge or haul some freight to make up for losses incurred in unfavorable fights. I never liked that, because PvP became a sort of leisure activity, a rich man's game, and the best and most successful PvPers were also captains of industry and market warriors, making their fortune carebearing and going out to murder weaker players when it was convenient and amusing for them.
I like the idea of having to pick one or the other, either through a rigid class system or a skill assignation system that prevents a single avatar from being effective in every field of endeavor. If you want to be a lion, you have to be a successful hunter, or you cannot survive. If you want to be a gazelle, you have to eat the grass and avoid the lions, or you cannot survive. Picking out the weak and sick prey would become important, and the predator's life would not be the easiest, nor the least frustrating, nor perhaps the most fun. Make it an ecosystem, where over-saturation of either predators or prey will influence the success rate of a given play style.
It would be possible to survive by harvesting players.
But I don't think that it would be possible in this version as I see it, to restrict someone to being either Predator or Prey. If someone chooses to hunt other players, what happens when 70% of the population is dead? I'm actually thinking more of the opposite. Put everyone on equal footing. Jealous of the rich merchant who's playing it safe? You could do that if you wanted to. Upset with the highwaymen getting rich off of other players? You could do that too.
One major issue of your approach is, that you see the player base as resource, shifting them in and out etc., like a manager of a great company making decisions about his employees. Playing around like this with a player base is fatal, the player want to play your game and will not be amused when the game designer plays around with them, seeing the player just as a number.
I'm having trouble understanding this. Not what you're saying, but rather, why it is an issue.
In this game, as I've described it and as I see it, the player base is a resource. But I would argue that this is true of any MMO in some fashion. At the very least, an MMO expects a certain population on the server. When you play on an empty server then it is less interesting (maybe not in all situations, and particularly not for extreme soloers, but in general I think this is true).
When you include things like player based economy, class and profession restrictions etc you emphasise the player base as a resource.
If every player in World of Warcraft (it's still the most well known MMO so I'm using it for my example) who could heal, stopped playing the game then instance/raid groups would cease. Same is true if every single tank stopped. I'm sure most people here understand the problem of supply and demand of healers vs DPS. Now, because in this instance permadeath is a feature it adds an overwhelming influence on the fact that a server only holds a finite amount of people.
But what exactly is the issue with moving players around in this manner? Assuming that the time between death and being able to play is not an inordinate amount. If it is a large amount that is certainly an issue, but a completely different one. Why is moving the players around so fatal? Or is it just the aspect of having to start from scratch, over and over? I ask honestly wanting an answer, not trying to appear cynical. But I can't fix a problem if I don't know what it is.
I havent read the whole thread so Im not sure if this has come up yet but the perma death MMORPG concept seems to work very well for mmorpgs where you level up quickly compared to standard mmorpgs. Take Realm of the Mad God as an example. Then again Realm of the Mad God its a pure PVE game but it might still work for pvp.
I've never played realm of the mad god so I can't refer to that specifically, but I do agree that with permadeath as a feature, then there needs to be consistent and noticeable progress for the player (ie, faster leveling). If the best player in the world is only going to get to level 10 before he's killed, and you have 100 levels, then it'll be purely frustrating for the player base. Getting the right balance is clearly going to be difficult to do.