0_0 wrote:Rebs wrote:One Hour One Life gave players the ability to end worlds. and it ended poorly. basically turned into a speed run and ending the world was the goal. was horrible honestly.
Yeah, it's unclear how to overcome that. Should that be embraced for a couple of worlds - let them rise and burn fast until the opposite player faction that wants a long world is established, and then give them enough tools to save the world?Rebs wrote:Think about the first week, the majority of people get raided, get killed before palisades, and the majority of those people make a new character, a new base, more locations and get back on the horse. Yes there are people who would cry and scream and not play, but I don't think that is the majority though. I also have a feeling that if someone is on that stage of completion and grinding and then gets raided they might get reinvigorated. Also 99% of the player base don't even get to enjoy raiding each other these days which of course is a lot of fun.. I know I went on a bit of a tangent there at the end here but my point is, being raided and left with nothing is the reset that you are after and imagine if everyone everywhere is constantly being raided but each other no one would be able to progress quickly, even the big dogs will be brought down a peg. - you might think this just leaves 1 group with all the spoils but I beg to differ.
Thank you for bearing with me on this topic and sharing yout rhoughts. The point about raiding as a form of reset feels very insightful - you’re probably right. Once a palisade is established, everything becomes routine, and after all that grind you don’t want to lose your progress. How would you say sieges should work, then? And how strong should palisades be? Should it get to the point where it’s impossible for a hermit to establish any kind of safe base?
I think you shouldn't be left in a state of bliss and peace after a palisade is set. Brick walls, maybe. Back when you would log on and someone with high enough STR had hand-bashed your base, you’d pack up whatever was left and move on. It was punishing for sure, but every time a new base was made and the content loop was reset it gave us more to achieve. “Can I get to metal before being raided this time?” “Can I learn to fight back?” “Can I find alliances in the area to call for help?” I know waking up with your base bashed and looted is a punch in the gut, but it means you get to run through the content again and do it better and faster. And not only that—you can take revenge or raid someone else to catch up again. The day Haven turned into Farmville instead of Rust is when the game lost its heart.
Raiding should be easy enough that anyone can really do it, and fast enough to catch people off guard so it gives people a chance to reset someone further ahead than you. It should be fucking chaos out there in the Hearthlands.
Give us a strongbox or a hearth fire void box where we can keep a few items safe per account—like a chest-sized void we can access via our hearth fire where we can store things no one else can get even if we’re raided. That way you can at least save some progression after each base. I think that’s all we would really need IMO (yes, I know this can already be done with alts, but I would prefer a "official" mechanic that is obvious for new players that also isn't at risk of just logging on and getting killed and losing those items). Hard to realistically implement because even if it’s account-bound people would just spam accounts to make multiple vaults, but you get my point—give us a way of “saving” SOME progress (mostly quality stuff, backup palisade supplies, etc.) so that if we log on and our base is gone it’s not the end of the world. Also could limit raiding impact by adding a limit on how many items can be stolen from a claim every day, switch this out with authority, sometimes things can just be simple. bashing claim poles should still require a hefty cost using high end siege equipment, but yeah a wrecking ball or sledge hammer should take down a palisade.
IMO a palisade really should just give players enough time to grab important gear and log out or prepare to fight back. Brick walls should be the only countermeasure to knowing your stuff will still be there when you log back in the next day.
“What if you go on holiday?” – you start again, with whatever tools and gear you (alt-)vaulted.
“What if I play for 2 weeks and can’t play for a weekend?” – start again ^
“What if …” – START AGAIN ^^^
There will always be people in any game that are better geared and better skilled than you. Saying “I won’t play 4 months into a world because other people are already set up” is not a good excuse for world resets to be a thing. It’s lame. And yes—even considering how hard the catch-up is.