Sevenless wrote:dageir wrote:I am not saying this is a solution for HnH, but if one used the EVE model of corporations, a formal declaration of war between factions might solve this problem. However we would perhaps have no NPC "corporations" in HnH, rendering hermits and noobs vulnerable.
I was personally more thinking about those "siege claims" they had in salem. I'm not sure what was gleaned from that test, but EVE uses that model as well.
EVE has a lot of quirks/problems with it, it's by no means perfect. But they have handled factional territory warfare exceptionally well. If I had to "steal" any of their ideas for haven, it would be around this concept.
Personally I hated waste claims far more than normal rams
Rams can be broken whenever, and someone who properly ramchecks can protect themselves just as well as a larger village can if they want to put in the effort
This means that if you want to play a farmer can, and if you want to fight, you go outside your walls to find one
Losing characters doesn't make people quit, losing bases does
Waste claims had a window of time for when they could be destroyed, which was relatively short and always meant a large group camping it. The claim itself had a lot of health so bashing it took time even with a fairly decent character and it was basically never broken anyways because of the opposing group outnumbering the defenders
If a waste claim was dropped on a low-manned group then that group was basically forced out of the game the second it went live
Salem was a game that made you feel like you were never safe no matter what you did, which then gave you a feeling that there was no point to even play or build anything up because it didn't matter
I'd like to avoid people feeling the same way about this game because that meaningless feeling played a major role in ruining Salem for a lot of average players
Idk, I'm all for raiding, but like I said, most people recover from character deaths.
Frequently losing bases is what makes people quit for good