Norsca Plunder Hall (PUBLIC WELL RAIDED)

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Re: Norsca Plunder Hall (PUBLIC WELL RAIDED)

Postby fallout » Mon Jun 30, 2025 7:10 am

Ripity. Idk why we were coming back to play at all anyways
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Re: Norsca Plunder Hall (PUBLIC WELL RAIDED)

Postby Karede » Mon Jun 30, 2025 3:35 pm

animary wrote:Regarding a cistern full of q101 water - that's only 2000L, how long will that last when filling chicken coops, bunny hutches, tanning vats, garden pots, making beer, etc.


Those are nice luxuries, but the answer is you save the good water for things that are actually impactful like trees
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Re: Norsca Plunder Hall (PUBLIC WELL RAIDED)

Postby Girth » Mon Jun 30, 2025 6:42 pm

fallout wrote:Ripity. Idk why we were coming back to play at all anyways


at this point of the world, you could run q10 water with 250q swill and the combo should still be high enough to support until 130q animals. there's a handful of villages that have accomplished this, and they have 300q grains so it's still going well enough. 170q animals is probably where the struggle will actually begin, until water over 40 can be sourced.

it's a moot point tho, snail probably killed the well in order to force a reset through pop death. ¦]
another stupid day of my worthless hermit life
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Re: Norsca Plunder Hall (PUBLIC WELL RAIDED)

Postby animary » Mon Jun 30, 2025 11:14 pm

"...snail probably killed the well in order to force a reset through pop death"

Which means hopes of longer worlds are probably futile since anytime someone wants a new world ...just destroy all public facilities. The game will cater to that one person/group.
The devs should definitely take a look at this situation. (My solution is special claims for wells and markets making them virtually invulnerable, no more seeing someone build a nice market with good reviews only to see it demolished three weeks later, or destroy a well so they can have a fresh crop of noobs to kill. These claims could not be built within a certain distance of personal or village claims so no one could personally benefit from their protection.)
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Re: Norsca Plunder Hall (PUBLIC WELL RAIDED)

Postby Girth » Tue Jul 01, 2025 4:47 am

animary wrote:"...snail probably killed the well in order to force a reset through pop death"

Which means hopes of longer worlds are probably futile since anytime someone wants a new world ...just destroy all public facilities. The game will cater to that one person/group.
The devs should definitely take a look at this situation. (My solution is special claims for wells and markets making them virtually invulnerable, no more seeing someone build a nice market with good reviews only to see it demolished three weeks later, or destroy a well so they can have a fresh crop of noobs to kill. These claims could not be built within a certain distance of personal or village claims so no one could personally benefit from their protection.)


why? snail cant camp everywhere in the game forever. he only managed to bash the well because no-one defended it. in a perma world, things will come and go, and the achievements of players will become irrelevant if/when they stop playing. someone will re-establish the utility, eventually. especially since the new world isnt coming until nov-dec anyways.

on a second note, i don't know why everyone feels totally entitled to the best water, yet no one feels strongly enough to, idk... kill snail for.... destroying the apparently most important worldly thing?? if it mattered, you would do something about it, is what im saying. stop asking for intervention, and do something about it.
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Re: Norsca Plunder Hall (PUBLIC WELL RAIDED)

Postby animary » Tue Jul 01, 2025 7:05 am

Raids against farms or villages are attacks against one or a few players; destroying a well or market is an attack against the world.

Most of us are incapable of creating such a well, but altruistic folks on every world I've played have done so for the benefit of all. Few players are capable of taking on snail with any hope of terminal success; and if someone did, it wouldn't be long before snail2 was here in full force. It will take tweaking the game mechanics to make community resources, if not invulnerable, at least extremely difficult to demolish.
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Re: Norsca Plunder Hall (PUBLIC WELL RAIDED)

Postby Nightdawg » Tue Jul 01, 2025 8:10 am

Oh no, the players that worked hard to give me free high quality water without me ever contributing actually quit the world and the high quality water is no longer available
This is an attack against the player population and the community as a whole!
The devs should intervene and give us q500 water like last world
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Re: Norsca Plunder Hall (PUBLIC WELL RAIDED)

Postby Havenasket » Tue Jul 01, 2025 10:52 am

Destroying public wells and markets isn’t just an attack on a single group — it’s an attack on the whole community. These facilities benefit everyone, including new players, and take significant effort and cooperation to build. When a handful of players can wipe them out with no real counterplay, it only accelerates player attrition and damages the world for everyone.

If the only answer is “defend it yourself” against groups far stronger than any normal player can realistically fight, then most community projects will eventually disappear. That’s why people are calling for mechanics that protect key public infrastructure: not for handouts, but to support a living, welcoming world.

No one is entitled to “free q500 water,” but we all lose when community projects become impossible. The game needs incentives for cooperation, not just destruction for its own sake.
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Re: Norsca Plunder Hall (PUBLIC WELL RAIDED)

Postby jock » Tue Jul 01, 2025 11:03 am

Havenasket wrote:Destroying public wells and markets isn’t just an attack on a single group — it’s an attack on the whole community. These facilities benefit everyone, including new players, and take significant effort and cooperation to build. When a handful of players can wipe them out with no real counterplay, it only accelerates player attrition and damages the world for everyone.

If the only answer is “defend it yourself” against groups far stronger than any normal player can realistically fight, then most community projects will eventually disappear. That’s why people are calling for mechanics that protect key public infrastructure: not for handouts, but to support a living, welcoming world.

No one is entitled to “free q500 water,” but we all lose when community projects become impossible. The game needs incentives for cooperation, not just destruction for its own sake.


The game is designed for griefers not players. If it was for players all wells would be dug in unison on each continent. So that the community gets better water and it's about the global progression as it is a requirement for quality growth.

If it was for the players their would be a mortality system that punished murder and theft against neutrals and a war system for realms to fight with no punishment.

Other games older than this have systems in place to manage these things.
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Re: Norsca Plunder Hall (PUBLIC WELL RAIDED)

Postby Havenasket » Tue Jul 01, 2025 11:07 am

jock wrote:The game is designed for griefers not players. If it was for players all wells would be dug in unison on each continent. So that the community gets better water and it's about the global progression as it is a requirement for quality growth.

If it was for the players their would be a mortality system that punished murder and theft against neutrals and a war system for realms to fight with no punishment.

Other games older than this have systems in place to manage these things.


Exactly — and that’s the root of the problem.
Most successful games learned long ago to protect community projects and discourage griefing-for-its-own-sake, either through punishment systems or by giving communities real tools to defend and rebuild.

When design only enables destruction, not cooperation or meaningful conflict, you end up with fewer players and less global progression, not more.
If Haven wants to grow, it needs to value both challenge and the incentives that let community projects survive.
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