Potjeh wrote:There's just too much time investment in bases to have succesful siege be something that actually happens.
Counterpoint:
There's just too much time investment in bases to have non-existent siege and zero risk of anything being lost.
Potjeh wrote:Nobody sane is going to do clay spiraling from scratch twice, so if they lose their kilns and smelters they'll just quit until the next world.
If you want PvP and siege, remove the quality system completely. Progression can be just about getting to the next tier of tech (steel, silk, etc.). And then make world wipes a regular monthly event cause that's about how much content there is to unlock. Factions can focus on optimizing their tech progression speed instead of optimizing q gain. And shoving whale meat down your gullet for a month is a lot more sustainable than doing it for years on end, so there'll be less burnout for hardcore stat grinders - you can simply skip a wipe when you're tired and come back for the next one.
If you want to argue about Haven's increasing amount of chores, tedium and content bloat, I'll be the first one to agree. This has nothing to do with siege, and everything to do with developers being focused on adding more and more, and never considering that trimming out the fat can also be a positive thing sometimes.
Siege or not, game still sucks fam. Its the toys like siege that make it somewhat tolerable. Or are we pretending that people are way happier knowing that the weeks of real-life hours they spent on their kilns mean nothing, and they might as well have done something similar in a single player game?