I don't think these people will be happy unless they can utterly annihilate the fruits of people's efforts in a fraction of the time it takes to accomplish those things. I think that the very notion of base sieges being the core PvP element is mistaken; base sieges are battles for the highest possible stakes, and should not be remotely trivial. Rather, there should be more incentives for forms of PvP other than sieges.
Rust has a great PvP-inducing regular event where every now and then, a plane will fly over the island and at some point drop a box of goods which slowly descends to the ground. This box contains extremely valuable loot, frequently including some exclusive components required to craft the best gear in the game. As the plane and dropped box remain visible in the sky for quite some time, everybody who's interested has time to rush to the location where the box will land and try to grab the package for themselves. This inevitably leads to an extremely lethal conflict where most involved players die and the survivor(s) get a very valuable prize. Similar 'go here at X time for exclusive loot' events could produce more interesting PvP situations in Haven without necessarily ruining the experience for less PvP-oriented players. Another interesting part about Rust design is that loot is highly concentrated in specific areas on the map ('monuments') and you are much more likely to run into hostile players there; having special 'value areas' could work for Haven as well. Localized Resources are somewhat similar, but there's tons of locations for them and design flaws (e.g. taking the resources is near-instant, you can camp an alt there) cause there to be no PvP even in situations of conflict. Improving the Localized Resources mechanics (make them take longer, perhaps make it cost EXP to harvest?) could also improve the PvP situation.
MightySheep wrote:Lol. OK. Here is a fix to raiding I can think of off the top of my head that fixes this "issue"... battering rams = takes 1-2 hours to bash walls, Costs 10 steel bars and 10 hardened leather to create. Woww suddenly I just fixed raiding, it is a raiding system that no one will bother to raid hermits and isnt hard to implement. NO NEED TO THANK ME loftar.
This perhaps creates issue of "offline raiding" which many other games have, then just implement raffs "raid window" suggestion.
The alternative is no raiding. If this is PvE game then dev should at least be honest about it.
Raffeh wrote:make raiding expensive. it means people wont waste valuable resources to raid hermits. ONLY big villages will be raided and they should be able to defend themselves.
In regards to being raided at 4 am. the raiding window fixes that. you set your own 6 hour window which means you can have your maximum potential of players online.
If a ram cost 20 steel bars i wouldn't raid anything that doesn't give me that back or more. or even more expensive if you wish make it cost 2/3/5 gold bars or silver bars what ever but right now there are issues with unbreakable palisades around kingdom cairns etc etc.
10 steel and 10 hardened leather is a trivial cost; you would easily get your return on investment by sieging my base (2-person village) and the same has been true for many of my older bases (as a hermit). The raid windows might be good for large factions, but for hermits it's complete bullshit; not only do I not want to be forced to play for at least 6 hours every day (would like to have some time to sleep in addition to work and H&H, thank you) there are days when I simply cannot play H&H for any reasonable amount of time, if at all. I should not be at serious risk of losing all of my progress just for not playing 'enough'. You keep mentioning Farmville, but this (crops withering destroying your investment unless you played again soon enough to harvest) is exactly the kind of bullshit Farmville pulled and popularized; it was one of the exploitative elements carefully designed to induce compulsive playing (that is, addiction) and keep people playing after they stopped actually enjoying it. Haven has some elements that come close to this (while we're on the subject: If brickwalls are going to be a requirement for security again, please give some alternative to Steel for at least the one mandatory gate as 'refuel every 12 hours' is precisely the kind of action that forces playing without enjoyment), but I'd prefer if it kept a safe distance from Farmville territory.
dullah wrote:i agree with Granger, we need something between Hiroshima and boredomness for siege outcome.
Little Boy destroyed "only" 70% of Hiroshima and killed "only" 27%-49% of the population, which is notably less than the damage inflicted on a base during a full raid in Haven. Hiroshima has since been rebuilt and is prospering again, while raided Haven villages tend to remain dead. The fact that 'Hiroshima' is not an exaggeration but an underestimation says enough about the current state of base raiding in Haven.
MightySheep wrote:Every thread about sieging is just shitted up by people who dont want raiding.
Have you considered that perhaps this may be because the majority of players do not wish for base raiding to be trivial?