tempwad wrote:The PP Pool regains itself each week.
why week? why not a day, not a year?
i don't like this paragraph, it can be exploited, all attacks will be exactly after regains.
I want regain to happen smoothly.
My intention for that element was to reward
persistent raiders with wall breaching. How is it fair that a raiding groups efforts are squished so easily in this game, yet defense efforts are near impossible to penetrate?
Perhaps the pool will regain itself over time, how quickly that happens however I do not know.
The raiding and defense system is
too passive in Haven and Hearth, but I believe both should be active actions that add excitement to attackers and defenders.
Furthermore (and I am going off topic) I think in general Haven and Hearth is become to passive in regards to development. With the addition of the Curiosity System, more passive elements were added. It seems that only things like crafting, farming, mining, and raiding are the truly active things. But why is defense so passive? Villages just build their wall and walk away, completely safe, only having to check for rams 1 - 3 times a day.
How is that even a comparison to the raiding system, which requires people to constantly be active? By making defense also an active system that requires the persistent work in a village the game achieves a balanced state.I really do not know much about this proposed Seige Tower system, but just the name of it seems like an automated system... But I will retract my statement about that when I read more about the precise mechanism...
Something else I think that games falls short on is beginning of the world play. With brick walls especially, hearth vaults are even stronger because nobody has a chance of breaking them, yet the brick can be created so easily.
Little effort = mega reward. <- imbalanceAccording to my system ( I hope It does this )
effort = reward
mediocre effort = mediocre reward
tremendous effort = tremendous reward
With the discovery system, wall creation was inhibited a bit, but with this system a whole new issue is tackled: wall strength.
How is it fair that brick walls protect so well in the first weeks/months of a server? Protection should be determined over time, as characters grow and do more things.