jorb wrote:I also think that there is some argument to be made that an environment where sieges are actually possible may cause the population to coalesce into factions and groupings that are actually viable in that kind of a climate. I imagine that some level of adaptation to a more aggressive ruleset is both possible and reasonable.
Certain to be the statement of most trouble to me. I like to play games in a small group. This is one reason I do not play a game like EVE Online, where biggest zerg factions are best factions. Haven has some defenses from this, given permissions system for the faction is very weak so trust is important. But if trust is assured, more players is more power with no (or small) diminishing returns.
I think easy siege must be accompanied by some other mechanisms. Like some kingdom/vassal systems or some other. I assume intentions is for the worlds to eventually not longer be reset. What of late joiner new player without these systems? ''Oh, you can not just log into game to play it, you need to be applying to one of the 1-3 major game faction on forums first or do not bother doing some play, it will just be ended.'' This maybe sounds reasonable to the establishment player, but I think this is bizarre from other games and asks a lot from the casual.
I also want to be an echo for the sentiment that maybe current siege system cannot be working under every system. Right now it tries to accomplish many things:
- Law enforcement (read: crime retribution)
- Theft of value items
- Deathmatch pvp
- Slow progression/economy damage
- Shitting on shitters so they know they're shit
List maybe not exhaustive. But anyway, can one system fill these needs? As siege gets harder, crime retribution goal gets harder to meet. As siege gets easier, suddenly everyone but the biggest factions can be called a shitter and killed for this reason. I do not think conflation of these goals is good. As from the W9 Siege thread:
Ysh wrote:Potjeh wrote:I don't think the problem is as much the difficulty of razing a base as it is the difficulty of killing criminals. Wall climbing when? With a debuff ofc that prevents vandalism and cripples your combat skills.
This is something which becomes conflated quickly with discussions on siege. The hearthlands must operating with draconian justice. The only ways of dispensing just desserts is to wipe out entirety of civilisation criminal is from. There must be alternate path of retribution and sabotage than binary siege system. In this case difficult siege is much less of a problem burden.
You see right now that getting raided is a ''game losing scenario.'' As in, like the single player game. You start over, period. I think that you doing some things like making it hard for breaking industry buildings and slaughtering animal is good, but it seems as a band aid fix. The game systems must operate on some principle of least privilege, as in computers. If I can totally shit on someone for crossing me, why should I only slap them in the wrist if it takes the same effort? If someone actually deserves to get completely shit on, why should there be some contrived limitation to it?
To close, I think people are getting caught up in details of implementation without agreeing on or making solid clear the problems to begin with. The core flaw is that a single siege system cannot meet all of the goal it tries for. Not without changing the core game mechanisms, anyway. I think you, Jorb/Loftar must have some vision of where the game will be. What exactly is that vision? It seems like to me that you intend for the game to play at the end much different than it plays now. Without knowing this end, we cannot suggest the systems to get to this end and talking implementation is wasted efforts.