How I see things related to merging dying worlds:
Pros: (almost) everybody wants it!
Cons: lots of issues need to be resolved before the merging.
What are the characteristics of a dying world?
- 50% of the player base at level 75 and above;
- most players belong to one or more fully built towns (even if they don't reside in one, they have one or more towns they call "home").
- most forts are fully built, all forts have their towers, walls and barracks maxed out.
Issues to be considered:
1. Character merging
1.1. Don't merge, reset the characters to level 1 (disastrous, will effectively kill the world)
1.2. If a player has a character in only one world, the character will be unaffected in the new world.
1.3. If the player has characters in both worlds:
1.3.1. Give players the option to keep one character, and delete the other with no compensation (unfair);
1.3.2. Give players the option to keep one character, and relocate the other in a different world (seems fair);
1.3.2.1. Allow movement only to a mature world the player doesn't have a character in;
1.3.2.2. Allow movement to any mature world, replacing the character held in that world.
1.3.3. Give players the option to keep one character, and offer compensation for deleting the other, under one or more of the following forms:
1.3.3.1. reimburse the nuggets spent, partially or completely (seems fair);
1.3.3.2. offer compensation for the money of the deleted character:
- transfer the funds to the other character (unfair, makes character too rich);
- transfer the funds, capped at a fixed amount (seems fair).
1.3.3.3. offer compensation for the gear of the deleted character:
- merge the inventories of the two characters (unfair, makes them too rich compared to players with one character);
- allow a limited number of items to be carried over to the other character (seems fair);
- replace the inventory with its sales value, and treat it under the rules for money - see 1.3.3.2 (unfair, strips characters of named weapons, belts and pants);
- middle ground, allow a limited number of items to be carried over, and reimburse the sales value of the rest, under the rules for money - see 1.3.3.2 (seems most fair);
1.3.3.4. offer compensation for the products of the deleted character:
- under the same rules as for the gear;
- under different rules, for example treat an entire stack of products as one piece of gear (seems more fair).
1.3.3.5. offer compensation for the buffs and crafted items of the deleted character:
- under the same rules as for the gear;
- under different rules, for example treat an entire stack of buffs as one piece of gear (seems more fair).
1.3.3.6. offer compensation for the crafting level (doesn't seem necessary);
1.3.3.7. offer compensation for the skillset (doesn't seem necessary);
1.3.3.8. offer other forms of compensation:
- reset the shaman price for reskilling;
- reset the time penalty for joining a town.
1.4. If a player has two characters under two different names: let affected players submit a ticket, and solve the issue the same way as case 1.3.
2. Town merging
2.1. Don't merge, let the world be rebuilt from zero (very unfair)
2.2. Discard all ghost towns (seems fair);
2.3. If town location is occupied in only one world, move the town to the new world (seems fair);
2.4. If the location is occupied in both worlds:
2.4.1. Keep the larger town in its place, relocate the smaller town in the closest available space (seems fair);
2.4.2. Merge the population of the small town into the larger one; eventually, based on the number of points of the small town, add some funds into the treasury of the large town (not likely to work, drama might happen).
2.5. If two towns have the same name in both worlds, the larger town keeps the name, the smaller one's name is changed automatically to something random (fair, owners of the smaller town will have to rename it).
3. Fort merging
3.1. Don't merge, let the forts be rebuilt from zero (unfair, lots of resources have been poured into the forts);
3.2. Keep the most developed fort in place, but remove all ownership (seems fair);
3.3. Same as 3.2, but offer the funds necessary for a fort attack to the treasury of the owning town in both worlds (more fair);
3.4. Double the number of towns that can own a fort, and let all former owners own the fort together (not likely to work, plus it affects the world's structure).
4. Alliance merging
4.1. Disband all alliances, let new alliances form (fair);
4.2. Keep the alliances from both worlds (more fair);
4.2.1 In case two alliances have the same name, the larger alliance keeps its name, the smaller alliance's name is changed to something random.
What I propose:
- Merge the worlds, discarding any ghost towns;
- If there are duplicate towns in the same spot, move the smaller one to the nearest available spot;
- Remove ownership of the forts, and reimburse the cost of one fort attack to the owning town's treasury (in both worlds);
- Keep the most developed fort in place, and discard the other;
- Keep the alliances from both worlds in place;
- If there are towns or alliances with the same name in both worlds, rename the smaller ones to something random;
- In case a player has characters in both worlds, offer the possibility to:
a) either relocate one character to a different mature world, eventually replacing the character currently held in that world, or
b) delete one of the characters at the player's choice, allowing the player to select 5 objects to be transferred to the remaining character. The objects can be individual pieces of gear, stacks of products, or stacks of crafted items/buffs. Items that cannot be sold cannot be transferred either. The rest of the gear will be converted into money; a maximum of $50000 is transferred to the remaining character as banked money (not as cash, to avoid duel frenzies). Stats, medals and achievements are not transferred. Nuggets spent on the deleted character during the last 6 months are reimbursed.