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You can add me though and we can test it together if you want. :)
If you're really locked into camping only when grouped, that pretty much eliminates any ability to move separately, given how relatively quickly days go by (and how often your group gets fatigued)
It doesn't sound much like " you can split up to cover more grounds, increase your loot and build your resources before regrouping! " now, which is too bad.
The originally-described design you reference does sound a lot cooler, but I can certainly see how it would also add a lot of design complexity. For example, what happens if one player gets in a fight while the other is out of range to join? I guess you could force the other player to join as a spectator.
Fights are an easy case though, what about camping, or while someone is in town / trading? Time in the game frequently moves between paused <---> normal <---> fast forward. An easy solution would be to play at the slowest speed, but would you really wanna stand there watching your party walk in place every time your co-op partner goes to the shop, enters camp, etc.? The current system forces you to do the same sorts of things at the same time, and I believe that in practice the truly independent parties would have a similar outcome where you would always want to sync doing activities with your co-op partner that are on the same time scale.
Would love to try out the truly independent system though if it is ever added! I think one feasible option could be to just keep the current co-op system and remove the invisible wall + distance limitations for entering locations / camp, but this could easily open up the game to immense cheesing potential - for example, one player buys trade goods in a city, then the other player instantly resells them in a city across the world for a huge profit
Well, the problem can be solved quickly.
Each player has a local inventory, and there is the group's inventory in the camp. You must first put the goods from the local inventory into the group inventory in a warehouse that the other player has access to.
This is how you can prevent the problem from happening
As example: I wanted to tinker something on the table but didn't had enough iron so my friend said "hey I have some".
He put it in the camp chest, I took it, created the cooking pot and we both benefited from it.
We always sharing resources through the camp chest so we can advance in the profession.
His party has the blacksmith, thief and angler while I went alchemist, tinkerer and cook.
you aren't raising your own mercenary group. You are still one.
If players were individual groups, that would be PvP.
I think you might be mis-stating it. co-op just means players to work together as teammates, usually against one or more NPC opponents. PvP is when the aim is for the players to fight each other.