http://www.havenandhearth.com/forum/viewtopic.php?f=9&t=5129&start=70#p58056
This was 9 years ago end of world 2. Let's see how the game changed since then:
Things that need to be addressed to reduce senseless and effortless destruction of others property.
1. Make scents on your claim/village be erasable.
Still not a thing but at the same time scents are now pointless. The entire revenge through scents is pretty much a joke. Doesn't work. Doesn't impact the game. Crime is at all times high.
2. Figure out a way to reduce the advantage a planned raid has over a sleeping village, funny realism aside you characters sleeping through a raid/ invasion is ludicrous, find a way to make their stats count if someone does decide to face the partied (yay leadership) enemies. The best way to achieve this are planned sieges that would cost substantial material resources for the ones that do the attack.
This has actually been achieved. The attackers still hold most advantages though the chief one being they lose nothing by failing to siege while the defender loses everything.
3. Make destroying buildings on your own claim easy but extremely hard on a foreign claim and I'm not thinking str here I'm thinking siege equipment that takes time to build and needs defended until it is done.
Still no easy way to destroy buildings on your own claim. The siege equipment did get implemented though for foreign claims.
4. Get rid of helm's deep type of vaults. Crime should present danger even if you do it against noobs that could never break your 17 layer walls siege or not.
Worse than ever. On the other hand siege is hard enough for anyone that it's not even needed.
5. Traps!
Not in game for defense not in game for hunting. Only been 9 years.
6. Guard animals that are actually strong and not lolwut I one hit kill them all. Yay for trained warbears and guard dogs.
Still think its a good idea but it has to work in relation to a system that allows petty crime. Hard to balance.
7. Defensive buildings where the invaders are forced to fight the defenders one by one (because if timed right the defenders are always outnumbered) like guard towers.
Less needed now as you pretty much know you're going to lose and you can fuck off before it ends. Still the concept of giving some advantages to defenders stands. I guess archery towers is an attempt at such.
8. Climbing of walls should be possible for stealing and assassination (basically scent summonings), no armor should be allowed on a climber (that should discourage climbing walls and camping the idol waiting for villagers to spawn one by one). Stealth should matter for dealing with traps and guard animals.
I don't want to say much with this. Just found it interesting.