belgear wrote:Nothing simple about having to put hundreds of hours of work in
Well, mind you that simple != easy, often quite the opposite. Usually paths that are simple are more difficult than paths that are complex because allowing for complexity allows you more room to optimize... But making things less difficult doesn't automatically justify the complexity. Just splitting hairs about semantics though so that it's clearer what I was trying to say by leaning towards simplicity... If it's so complex that there needs to be a technical manual on something as basic as building or tearing down a wall then that's a turn off to players who don't yet understand it, which affects the player base negatively. For things fundamental to the overall game like gluttony (particularly mid to end game gluttony), complexity is great, but for fringe things that are only relevant when you screw up in a certain situation or when the game changes, not so much.
belgear wrote:just to update your base to current defense standards
This part of the point I agree with though, the only situation where better wall management seems to be needed is when they change the rules... Everything else is the player ***** up with their decisions in some manner and being lazy about remedying it, and thus doesn't deserve pandering.
Maybe all walls on active claims could have their splash reset whenever they change wall rules so if people -really- want to rearchitect portions of their walls it's a little less painful if they get it done in the first week, though OTOH if you want to rip out all your walls to make room for new walls (eg, when they added iron walls but everyone only designed for enough room for brick) then it seems like splash would likely be helpful rather than harmful. It would make sense for adjustments to other things like braziers/torchposts/morters/etc which would likely make you want to make many small adjustments.