[quote=“Valpo, post:14, topic:9294”]The cataclysms design outline states that these events are irreversible. Going into the nether for fun? Sure why not .
Coming to get you well theres no faction in the cataclysm that would specificly hunt you. None has a reason. Maybe you can create this reason but apart that its not sensible to asume some huge coordinated attack on your survivour. Your situation may only worsen through the gaining of strength of various hostile faction triffid/mycus/nether.[/quote]
Fair enough, but A) it doesn’t have to actually end the game (it’s “end game” in that you’re at peak power levels), and B) it doesn’t have to be specifically you - your last bit about triffid/mycus/nether factions gaining strength (and then, presumably, trying to use that strength to gain control of the area) is quite sufficient.
The game gets LESS difficult, LESS interesting the longer you play it. That’s good in the short term, of course - clear the area so you can properly rest and craft, etc. But SOMETHING needs to drive the player, to make use of this power the player is amassing, or you get the typical sandbox world problem - yay, that was fun, but now I’m bored, and there’s nothing else to do.
I’m not saying to make it END, only to give more game. I’m not saying that you could REVERSE the changes (dude, all those people that died are still dead, eh?), only that having random large-scale quest possibilities are good. I give you the Ender Dragon in Minecraft, for instance - not necessary, doesn’t end the game. The Whither even more so.
Concepts/suggesion: randomize which large quests are possible, and which method of possible, in each world.
-the zombie problem: no thing to do about, mass zombie elimination method via massive quest, individual zombie capture/cure possible (at tremendous cost/via highly limited commodity)
-the nether problem: nothing to do about it, some way to close the gates (which doesn’t get rid of the ones here, mind you, it only stops the invasion), a way to invade the nether itself (thin the population, or may be no effect at all, just fun)
-blobs
-triffids
etc…
You get the idea. These would be optional, difficult, have random requirements (all very hard/rare), and probably trigger attention and/or higher activity levels and/or militancy from the group in question once you got far enough down the quest path. None of these would truly “reverse” the situation. None of them would end the game.