Rebalancing defences

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Re: Rebalancing defences

Postby Potjeh » Tue Dec 18, 2012 12:23 pm

Yeah, I can see how you can use trees and such for a defence that's far better than walls, but nobody can seriously think that's the intended behaviour. It's unintuitive, unrealistic and just plain ugly. Incorporating buildings into defence is reasonable, but in my proposed system it would be suboptimal because they cast too big of a shadow. Same goes for multi-layer walls (ugliest thing about Salem IMO). And I don't think you fully appreciate just how big of a nerf limiting braziers by LoS is. And it raises the player skill factor a great deal when it comes to both base design and base assault, it's so obvious that I can't really understand how anyone could disagree.

Anyway, the point is to make levelling a base a lot harder, but at the same time the stealth approach makes stealing a lot easier. There should be profit in robbing other people, but not in destroying them completely. If you slaughter the sheep instead of shearing them you'll soon run out of sheep, and then wolves will leave the game when their food supply is gone. So yeah, the only profit in destroying bases should be indirect, ie removal of people who have a negative effect on your bottomline.
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Re: Rebalancing defences

Postby jwhitehorn » Tue Dec 18, 2012 12:38 pm

Potjeh wrote: So yeah, the only profit in destroying bases should be indirect, ie removal of people who have a negative effect on your bottomline.


What profit is there in tearing a base to the ground now?

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Re: Rebalancing defences

Postby Potjeh » Tue Dec 18, 2012 12:41 pm

It's comes for free, since you have to destroy to defences to loot anyway. If it actually cost something people who smash every base they raid (and thus drive the sheep out of the game) would fall behind those that just raid for profit.
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Re: Rebalancing defences

Postby jwhitehorn » Tue Dec 18, 2012 12:46 pm

Potjeh wrote:It's comes for free, since you have to destroy to defences to loot anyway. If it actually cost something people who smash every base they raid (and thus drive the sheep out of the game) would fall behind those that just raid for profit.


300 extra crime debuffs to break everything = 3-5 hours of extra crime running. Tearing a base to the ground is still a huge investment over simply looting.

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Re: Rebalancing defences

Postby Potjeh » Tue Dec 18, 2012 12:48 pm

3 hours to destroy 100 hours of work doesn't sound remotely balanced to me.
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Re: Rebalancing defences

Postby jwhitehorn » Tue Dec 18, 2012 12:49 pm

Potjeh wrote:3 hours to destroy 100 hours of work doesn't sound remotely balanced to me.


100 Hours building a character that is capable of doing 100 hours of damage and could die with even a 10 second lag-spike on the server sounds extremely balanced to me.

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Re: Rebalancing defences

Postby Dallane » Tue Dec 18, 2012 12:50 pm

jwhitehorn wrote:
Potjeh wrote:3 hours to destroy 100 hours of work doesn't sound remotely balanced to me.


100 Hours building a character that is capable of doing 100 hours of damage and could die with even a 10 second lag-spike on the server sounds extremely balanced to me.

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Eating every 3 days doesn't = 100 hours.
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Re: Rebalancing defences

Postby Potjeh » Tue Dec 18, 2012 12:53 pm

Characters can level many bases before they're summoned. And with 100 hours you could make at least half a dozen characters. Whichever way you cut it, you get a LOT more bang for your buck if you invest your time in character rather than base development. This means that playing a crafter is hilariously suboptimal compared to playing a raider, which brings us back to the problem of running out of sheep.
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Re: Rebalancing defences

Postby jwhitehorn » Tue Dec 18, 2012 12:58 pm

Potjeh wrote:Characters can level many bases before they're summoned.


Or they can level 0 bases before they are summoned. Or they can lag out and die to Braziers. I guarantee that Mushibag for example lost way more hours in character development then he gained in his table thefts and random destruction. I would wager your "average raider" does not get a return on investment in terms of more damage done with their char than it took before it died. Maybe not on other servers but I can guarantee this to be the case on Plymouth. Countless times I've had raiders very angry that they stole a few measly chests before I tracked them down and killed them.

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Re: Rebalancing defences

Postby Dallane » Tue Dec 18, 2012 1:02 pm

jwhitehorn wrote:
Potjeh wrote:Characters can level many bases before they're summoned.


Or they can level 0 bases before they are summoned. Or they can lag out and die to Braziers. I guarantee that Mushibag for example lost way more hours in character development then he gained in his table thefts and random destruction. I would wager your "average raider" does not get a return on investment in terms of more damage done with their char than it took before it died. Maybe not on other servers but I can guarantee this to be the case on Plymouth. Countless times I've had raiders very angry that they stole a few measly chests before I tracked them down and killed them.

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They also didn't have the level of seeds or iron some of us do.
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