Is there anything in place that will encourage players that maybe don't hear about this game for 6 months after its release, to still play it? "And Want To Stay."
Will players that get in at launch be so far ahead at some point that it "discourages" new players from staying/trying the game? Aventurine(Darkfall) got new people trying their game but very few would stay after the trail period and after they realized how far behind they where and what it would take to catch up.
"Rust" combats this problem by frequent server wipes. Ultima Online had a skill cap which acted as a max level which allowed players to catch up, also resources "respawned."
With terraforming and non renewable resources, how do you think you will overcome this concern? Is it a concern? Do you care?
Also, maybe I am uninformed, but do trees grow back? Do Herbs respawn, Do hills raise again? I believe I read that caves will collapse if left unattended, but will it be back to there original shape or minus the amount of material that was taken to carve out the cave? Can we get a video of this happening as I am a visual guy. Are the resource ratios 1 to 1? Meaning do you need 1 measurement of dirt to raise the ground up and do you gain 1 dirt by lower the ground down one measurement? Do you plan on server wipes? Resouce Resets? Do you plan on adding new servers for players that come in late and don't want to compete vs someone that has "unlimited resources?" or as it would appear to someone 6 months behind.
Bobik has some economics background I understand, does he have a projected life span of your game? 2 years? 3 years? When might these concerns need to be addressed?
Is LiF:MMO2 already planned? (I know you can't answer that) However, we saw this with Darkfall1 where it became evident to them that starting over from scratch on a new game was better then updating the old game, this left the game with very few updates later in darkfall1's life.
Thank you for your time in advance, just incase you DO find time to answer any of these.