Ø wrote:Ok, have fun being robbed with your stuff outside of your palisade. Of course, your detection level probably isn't even high enough to see that you've been burgled, so, what would you care? You weren't using it anyway.
Have fun indeed! It
is fun having theft be a part of the game, and not just against lone homsteads and wilderness camps that don't have walls at all! It'd be wonderful to have a reason to put valuables inside the most defensible part of a settlement and to leave low value items outside where they're accessible without vandalism, so that it's not always all or nothing, in for a penny, in for a pound. It makes the game more interesting and creates an ecosystem where more playstyles are possible, and more responses are sensible.
Ø wrote:Bases would NOT be smaller; people would chop down more trees. Cloth? For Visitors Gates? So, you want all the thieves to have easy access to everyones stuff without debuff? You know, why not just remove wooden locks while we're at it?
Yes, people would chop down more trees. But they already do that to build bigger bases with larger walls, and using more resources puts players at odds with each other. If the costs for large palisades are higher, that doesn't just mean players have a reason to build smaller palisades, it also means that players who build large palisades aren't just taking up the space they're in, they're a thorn in the side of everyone in the area, and they'll have fewer and more hostile neighbours as a result, which puts them at a disadvantage. Natural selection means they're not going to do as well as those who build moderately and exhibit less extreme greed and paranoia.
Getting primitive cloth isn't that difficult, especially compared to all the other resources required to build a palisade in the first place. Only one visitor's gate is needed to provide the main benefits. Too many visitors gates is a problem not just for aesthetic reasons, but for functional architectural ones as well. The way they're most often used, they function as a barrier that's permeable to the owner but not to everyone else, which means they let the owner go where they want while everyone else has to circumnavigate a sprawling barricade. Increasing the cost brings it back in line so the owner faces more of the same inconvenience they're inflicting on everyone else, so that they have to balance their desire to be in complete control with a cost or a risk instead of it just being a freebie awarded to anyone who builds a large palisade. tl;dr, the way it is now is unbalanced in favour of players who 'turtle up' against those who go exploring.
I'm familiar with the concept of 'airlocks' and gatehouses. I don't see them often, and certainly I don't mind seeing them on the rare occasions I do encounter them. But they are rare, because the most common thing players do is build many, many, many visitor's gates with fence gates behind them.
Ø wrote:ALSO, gates for palisade cost 30 for 2x wide and 45 for 3x wide. Where the fuck did you get 15?
15 times 2 is 30, 15 times 3 is 45. Gates are 15 per tile, straight walls are 3 per tile.
Ø wrote:And, people use large lots of land. This is normal game play. It may seem empty to you, but it will all get filled and then need expansion over time.
Are you upset because people put more effort into their bases than you do? I don't get what you're on about, but good luck.
Here's the problem, or one of them at least. With minimal effort, any player, myself included, can claim a vast area of land they have no interest in using. The only practical limits are how much LP they have, how much cloth they can produce for village banners, and how fast they can plop them down, because the other costs are negligible in comparison (at least until the trees and stones in the area are depleted.) Right now, there's far more than enough trees in available in most places to build these giga-palisades on site without needing to leave the enclosed area to cut down more. On top of that, players can build dozens of visitor's gates so that these walls don't cause them any trouble at the same time as they waste everyone else's time forcing them to detour for minutes to get around them. Subjectively it's ugly, objectively it deprives the game of content, variety, and anything else other than giant nigh-impenetrable squares.
Side problem: Gates don't experience cascade failures like other palisade sections, so placing otherwise superfluous gates (especially visitor's gates) in strategic locations makes it possible to protect walls from collapsing. I think it's good that gates have this resistance, but I think it should cost more.
Brick walls still exist. Right now they aren't used for much except as a status symbol, since they don't provide a great jump in functionality over palisades despite having a much higher cost and it would be more practical to just build multiple layers of palisade instead of a brick wall. More expensive palisades would give brick walls more of a reason to exist, they might even be more convenient to build for the walls of an extremely large village.
Ø wrote:ps
prolly should have let someone else tell you all this in a more kind manner, but hey... i took the time so enjoy
Hey, it was real discussion! The bar was set beneath your feet and you cleared it with flying colours.