Vigilance wrote:yeah wait why am i discussing literally anything with a brand new account on his first three posts
czitcpkv wrote:words written above borka
what balances could you possibly add to me needing a short time to set a rope or a hole, that wouldn't just make rams or outright siege easier/better? because then i can REALLY hurt someone.
The "short time" was never mentioned and is one of many things worth considering
A thief can work alone. Not many people even get far enough in the game to ever participate in a siege. Siege weapons and ropes can be destroyed, but walls must be rebuilt, and leave a huge opening in defense, so sieges are definitely more damaging
Not sure I understand your point though. You're echoing my point that somebody who can siege would never waste time with a rope/hole anyway, the type of player who would actually be able to do significant damage with either mechanic? So then what is bad about this?
yeah you kind of die if you get tracked by someone, that's a huge ass deterrent. why are we setting people up to jebait themselves in to getting murdered by rangers? that's realistically the only outcome a "lower player" can have unless they're robbing someone who if we adhere to your new suggestion of "Make walls really hard to make" will probably barely have mustered a wall of their own.
Why is there permadeath in the game? Why are noobs allowed to headbutt bears? Because it's part of what makes haven epic, and crime and punishment is already a huge thing in haven, so why is theft so bad when you can literally genocide an entire village for killing your chickens?
The theft game is about stealth, and somebody who buys theft, enables criminal acts, gets themselves caught because they failed to play the stealth game correctly, that's the consequences of their actions
Yes stealth/perception/ranging probably requires a few tweaks to make it more viable
i think theft is totally fine as-is and that siege is to be MANDATORY for serious and intense robberies, vs "Hahahhaa I took that dude's LC's and wheelbarrows from his knarr what an idiot"
That is just dumb though. Why should a robber have to literally break down your walls just to sneak into your base? At that point they are raiders and warmongers. Why should a robber be limited to stealing wheelbarrows? You steal from a powerful base without investing significant skill and planning, you pay the consequences for it, but It shouldn't be impossible to attempt. This is also where authority buffing ranging comes into play. If you expand an enormous village without having the resources to guard your outer walls then it should be easier to sneak in. If you have tons of people and power then it should be very difficult to slip past.
you seem to have entirely missed my point about walls: If you change palisade materials to be expensive, they're still the cheapest wall. They are no longer "not sustainable," you are MOVING THE BAR. THE BAR IS BEING MOVED. If you make palisades take hard leather, well shoot, I better just make more beehives to sustain my need to wall my mineholes, my village, and my vault, and whatever else needs a separate wall.
And just like real life, people get lazy, decide a single wall should be enough to keep their ore safe inside the mine, because "it wont happen to us". Why invest more resources just to prevent one thief from grabbing a handful of stuff? That's the dilemma villages have to decide for themselves. It just makes it slightly more viable to steal, and you're making a lot of assumptions about how much more expensive it should be when no number was ever mentioned. And walls are realistically a huge undertaking, the way they are used currently is ridiculous IMO, but I'm not saying it should be 100% realistic.
which will absolutely slay new players in terms of walling in their bases (Imagine needing to grind for 480 pieces of leather to wall off your village claim radius.) and totally not touch high end players
You're still just assuming numbers when this could be handled many different ways. It's also extremely trivial for even a new player to construct a palisade, so making it more difficult is not a big deal. It becomes a bigger deal when you are constructing tons of walls just to partition off every single thing you have, which makes it become a consideration for larger villages who aren't worried too much about petty theft, and have to balance security with expansion and storage rather than walling off every single resource they come across and never worrying about it
The thing with the last point (only two points rebutted?) is that ONE player being a very serious full time committed criminal is causation enough for it to be a problem. Imagine having your stealth so unreasonably buffed by distance that you legitimately cannot have your scents seen by anyone short of the strongest rangers in the game. You could do legitimately whatever you wanted.
Distance doesn't make scents near the crime scene harder to discover, it makes it harder to track the criminal the farther you follow the scent. I still don't see why this is a big deal, and you're still assuming the absolute worst case scenario of game balance and circumstance. It should absolutely be possible to commit the ultimate theft if the circumstances are perfect and the thief dedicates a ton of time to it. That one player who commits the ultimate theft of 72 pearls(which probably had to get past multiple walls over a long period of time, break chests, etc, all without being caught red handed), from some other powerful player earned it and risks the wrath of the player they stole from, it's not over just because the thief SOMEHOW made away with the goods, and said player is a complete idiot for not securing their pearls properly. It's incredibly easy to protect your most valuable stuff in this system, all this system does is make it easier to steal more than wheelbarrows so the thief can actually make a living and have fun. If you can climb walls that opens so many possibilities, but it doesn't instantly make everything steal-able. Put your gold bars and pearls inside your central vault. Create degrees of separation for the thief to cross over. Problem fucking solved. Worry less about storing your less-valuable-but-still-valuable-to-a-thief stuff.
Totally cool, admittedly, but it's NOT worth the dev time because it'd mean they need to figure out all kinds of funky ass stupid math for the implementations here, find a way to balance it among siege, find a way to address your individual points, whatever you're doing.
Your opinion. Just because you don't have the imagination or ingenuity to make it work doesn't mean you speak for the devs or anyone else.
And you have no idea how difficult things are to implement-- nor do I, to be fair, but that's a terrible argument to throw out. It's easier to do nothing than to make an entirely new system. Sure, they can copy-paste siege as a start and then add in some sloppy hacks to make it work the way you want it to, but you've still got a bunch of dev time to actually figure out how to balance this INCREDIBLY VOLATILE feature.
Making a fucking MMO is not easy, not a single mechanic in this game wasn't difficult or volatile to implement. The smart thing to do would be to make it overly-difficult to steal and then slowly make it easier over time. It's just a matter of if the devs think this would be cool enough to add. Were you a naysayer when people talked about knarrs, visitor debuff, nidbanes, travel system, any of the hundreds of potentially "volatile" features that have been added to this game?
That next line scares the fuck out of me because you're legitimately implying you should have fruitful successful heists with a "young" character, which translates directly in to "Oh cool I can pump 300 stealth on my alt and rob the fuck out of people and throw him in a vault somewhere on the other side of the world to wait out his scents til I use him again." Imagine raiding A.D. or similar factional bases with an alt that took you a few weeks to make. Seems like a huuuuge imbalance and another strain of tedium on the defenders.
Nowhere was this ever implied, and quite the opposite has been said.