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