springyb wrote:Allowing players who consistently abuse things like this every world to continue to play is detrimental to the game.
BlueManWhiteHat wrote:springyb wrote:Allowing players who consistently abuse things like this every world to continue to play is detrimental to the game.
Don't forget, dear reader, that this is also now a game that accepts transactions and should hold itself to a higher standard then before.
On top of that, the faction in question (DiS) is a known raiding faction that won't hesitate to attack noob hermitages, and with this mechanic abuse they can inflict maximum damage to others, while completely mitigating any damage to themselves.
springyb wrote:jorb wrote:It is a sad state of dev leadershipwhateverblablabla that I don't blame others for what are obviously shortcomings in my design?
I disagree.
In the future you're going to need to draw a line, though. You can't always blame yourself or your design when players take advantage of bugs or (quite obviously) unintended mechanics that break the game in order to get an advantage over your players who play honestly.
The problem is that it's a slippery slope and it's near-impossible to draw the line at any specific point. In pretty much every other game, there is a simple rule that says 'no griefing', and any abuse of mechanics to harm others is punished under that rule. However, in Haven, griefing is allowed. Because where do you draw the line? If you take my salt, should I be allowed to kill you? What about the people that live with you? Or the people near you that may or may not be related to you? Can I raze your village for it, even though that's disproportionate? And when is actively harmful crime allowed? Should I be allowed to steal from newbies who refused to claim their stuff after I warned them? Should I be allowed to steal from newbies that have no clue about anything?
There is no way to avoid this kind of griefing and mechanic abuse without turning Haven into a carebear paradise, and Haven just wouldn't work like that.
springyb wrote:PSA: You can report bugs or design flaws -without- exploiting them for an advantage.
No, you cannot. There's tons of bitching about how things are unbalanced, when in practice people later notice it's not as bad as they expected. Words mean little with no evidence to back them up. You'll need to test if your unbalanced design actually works in practice before you can say for sure that it's unbalanced.
Furthermore, again, where do you draw the line? I live in a stone tower inside a cave, surrounded by a palisade, and in addition I've also walled in the nearby cave exits. (There's one more exit, but I'll be walling that one in sooner or later too.) It's going to be incredibly difficult to get into my tower. Is this cheating by exploiting the game mechanics, or is it just clever design? How far can I go before I'm suddenly a cheater?
jorb wrote:We obviously suspected that that might become a thing. Might consider some changes.
Please make the entire siege and raiding stuff tons easier. It's way too easy to defend yourself and your stuff as it is now. I'm pretty that if I had stopped at palisading the cave entrance that would've been enough with how the mechanics are now.