by Ferinex » Sun Jan 16, 2022 1:37 am
Increase the difference between the difficulty associated with vandalism and theft. I.e. a world in which structures can remain unwalled should be possible, which would make theft more likely. Constructing a building which is not walled, but which is locked, should be a feasible way to play that game, with the risk of destruction being much much less than the risk of theft. Someone may pick your lock, get in, and steal some valuables, and it should require some good amount of effort especially if you use a good lock, but currently I would reckon that the level of effort to simply destroy the building is not significantly greater than the amount of effort that would go into picking the lock and thieving, assuming someone were to leave a building unwalled.
i guess they never miss huh