WarpedWiseMan wrote:burgingham wrote:Vaults are probably only a very minor reason among a whole pile of reasons to not play HnH.
The most broken part of an outstanding game is the fuckers playing it. The biggest flaw in Haven & Hearth is that playing as a community of like minded neighborly folks (like a real clan and not a group of malfaisant malcontents who want to watch the world burn because they have tiny dicks and bad skin) requires about a million times more effort and general good luck than being a piece of shit.
Raiders and griefers are lazy. They don't need to do much to be successful whereas a thriving city or village must work together and be active, which lazy, dickless raider types make rather unenjoyable thus driving the useful members away because normal people with lives don't want to restart from scratch because of garbage mechanics with little to no accountability and almost zero chance at justice. If there are 500 people playing, there are 475 Jokers and maybe 3 Batmans. That doesn't work.
Until time sink and effort are equaled out so that play as an evil prick or a care bear farmer require the same dedication, this game won't be all that it can be. It will just be a place where you homos come to use bad grammar, misspell everything and build little fiefdoms of negligible meaning.
Oh and HEY BURG, how you been?
This is basically what I've always waited and waited to see, emergent, higher level complexity politics. Like, actual cities of hundreds of people (whichI keep trying to build) and actual kingdoms. The thing is that the game itself needs to make it easier for those kinds of things to be created and sustained. The world is just wilderness right now.
Imagine if you knew that if you built yourself a farmstead inside a little kingdom, and sent them a bit of your crops as payment, you would be fairly safe. What kind of mechanics could help make that work?