DDDsDD999 wrote:Avu wrote:stuff
I like the ideas and feel they could actually work and be fun, but it just seems like a completely different game.
That's my feeling about your post too, avu. At least the whole feudal hierarchy part of it. Not sure Loftar and Jorb want such a tightly fit role system for our characters.
Dill wrote:I for one, like the idea of a vault. I like that people try to protect their stuff in something further then a village. Also that if you come by an active vault you know its worth breaking into. I think the problem with 'vaults' is that it is fairly easy to make a vault unraidable. Not unraidable by using a glitch but unraidable in the sense that if you log on once every day you can stop the raid. If we could find a fix for these issues of making 'legit' unraidable bases then I think vaults would be a nice thing for the game.
tl;dr don't ruin vaults find ways to make vaults less effective.
Also making walls useless would effect villages more then vaults.
The smaller the base, the easier it should be to raid.* Vaults turn that principle upside down. Now something like secret stashes hidden within the landscape - under a rock or whatever - are a whole other topic. Not much actual security in the form of walls, but with the benefit of being hard to find.
*That is a bit of an over simplification. A gigantic base with nobody actually living in it to protect it should of course be rather easy to break into as well.
Kearn wrote:*rant*
I dunno. I guess that's my rant.
Maybe something like melting down armor back into metal would do the trick here. Though I am not sure the missing incentive to kill someone is really a problem in Haven. People still kill, with no incentive. That's the real issue we tried to address before.
borka wrote:Interesting that much of the discussion circles around "bad habbit" socialisation and not about "positive habbits" socialisation which has it's reason probably in the lack of govermental (-management) functions. We don't even have functions that would make "society building" possible, that's why we circle about "war game" issues but not talk about what's needed in an MMO like this.
Atm it's up to individuals to try "society building", but we all know how that goes and that those that tried on a bigger scale failed or got somewhat annoyed by their people that don't get the intention or just don't care. Sadly enough even factions like AD or DIS seem mainly halted on the invader status and didn't develop further. (i.e. Vikings / Britain / Normandie)
If we had tools for "society building" (you may call it nation building if you like) that even allows us to go further than Lawspeaker and Chief, discussions about how hard it is to build walls and secure them would go *poof*. (i.e. vassalage / jarl/ eastfrisian or germanic headmans /Fír flathemon /frisian consulate constitution)
That might incentivise living in societies. What about those outside though that try to just destroy everything in their way? You cannot really incentivise them to stop that with positive reinforcement. Maybe that problem would solve itself though if there were actually "peaceful" superpowers again, hunting small groups of bandits down to keep their lands save.