RonPaulFTW wrote:After the purity patch - it looks like the most valuable items in a base will not necessarily be a character or even a golden goose - but the purity turkey coops, pots, and fields that took a year to make. In some sense these are just as hard or harder to replace than your main character.
You can protect your main character by leaving him scent free and logging him out when danger approaches. You can't log out your purity structures. So - should soak value, hit points, salt required to destroy, etc... increase with purity? pvp arson patch might say buildings can't be fully destroyed - they just need repaired. What about purity fields though?
Yes you are now starting to see our reasoning for adding salt to destroy fields.
How much salt would be the balancing act, and while a single field would take a year to make, I'd like to think people have 20-40 purity fields in a major base and/or town. Will the raiders bring 40-80 salt? Is that unreasonably low? Either way they can still 'steal' and break your purity pots as well and we don't have too much intention of getting rid of that.
Discuss.
KruskDaMangled wrote:I was just thinking about this (Logging out when it's dangerous) and I feel like unless you are in a "safe" location, (I.E. next to your homestead) you should not be able to instantly log out. If you are in a dangerous location quick logging before someone can engage you should not be a way to escape danger or violence, your character should stick around for a period if you do that.
Yes Logout timers will be a thing once we are happy with the pvp/siege system.