Rift wrote:i personally have strong feelings against any impossible to steal from / destroy situation, i merely wish it was harder then it currently is.
I agree, with both of those points. The problem is how to make it harder; one option (at least a makeshift one) would, of course, be to raise the cost of the black skills, but I'm afraid all that will mean is that griefers will be macrogrinding their characters. It should be done in some way probably more similar to the FEP system or by introducing quests or similar, such that any macro for grinding would have to be a macro that actually plays the game.
Raephire wrote:Bone Walls, Rock Walls, Wooden Fences, would be destructible by hand but will not be easy to destroy, Would take a very very long time by hand, REAL hours of constant attack.
The problem with that is that it sounds good to begin with, but I'm afraid that it can just as well be used for griefing. I'm sure everyone remembers the drying rack griefing...
Likewise, imagine someone picking the lock on your cabin and then replacing it with a new one of their own devise.
I think it's safe to say that both of those features are coming, though.
kobnach wrote:Sami left the good stuff in a secure vault, and the game changed underneath him.
While I can understand his frustration, it must be noted that the game is alpha, and that by necessity means that game mechanics must and will change, which in turn will lead to investments turning out to be bad after a future change. Frustrating though it might be -- especially for people, like Sami, who have large investments of various kinds -- the only option would be to stop developing at this point and call the game finished.
JTG wrote:What sami wants is a game with no risk where things can happen but nothing can "Ruin" you.
I don't really think so, though. I can't speak for Sami, but I, for my part, think that there has to be a difference between protecting your stuff from the Bad Lad Gang and not being able to protect your stuff at all because, as someone said, any noob can come and take it. In the latter case, I agree that it isn't worth playing, because it's more or less impossible to do anything meaningful.
It's not clear how to strike a balance. If possible, I'd like to design the game such that there isn't a hair-fine balance that can be destrought by virtually nothing and that Jorb and I will have to fine-tune constantly, but rather a stable equilibrium between safety and the Bad Lad Gang. Time will have to tell if we manage to get it to that point.