Shizen wrote:I agree in spirit, though not necessarily in detail with Colesie's post. For me, the grindy/"bad" parts of the game that make it much less fun to play are the constant need to search for better water nodes. What an insanely tedious process. And Alts. Water Alts. Lime Alts. Alt Banking. All absolutely vital to effective play, all really boring/tedious to deal with. Multiple characters is workable, but It's having alts that have to interact with each other that pushes it into the tedium category.
Beyond that, everything is far, far too ephemeral. I can't agree more with the disparity on time to create any aspect of a base, compared with time needed to destroy it. Not only is it bad design, it also just doesn't make any sense. Busting stuff up aught to take (a lot) longer. Not more p, just more time. A lot more time. What about all those materials? Why don't you have to lug pieces of broken wall out of the way? Those chunks should have to be hauled off (and be available for re-chipping for stone/lime, replaning, etc.). Do you spend the time to clear your bashing area properly, or leave it congested making it easier to box you in? When you bust down a wall, it shouldn't magically disappear, either. It aught to be damaged (and therein repairable). Raiders can then "climb" over it, like climbing a cliff. You want to remove it root and branch, it should take *a* lot more time, and that time should not be mitigated by having X biles. Biles don't make me dig faster, or haul dirt faster, chop wood faster or chip stone faster, but they do make destroying the walls faster. That's just inconsistent, but it's significant in any discussion of this aspect of the game. The same issues hold true with buildings and every other damn thing one builds for a base.
You shouldn't be able to port anywhere with stolen goods. You want to steal it, lug it out. And it'd be nice if there was some mitigation against spiteful raiding. I can't carry this, so I'm going to empty every container's stuff onto the ground. Server technology wise, things need to decay on the ground, perhaps, but in that place between simulacra fidelity and real world-game world compromise, just because you dump the contents of my cabinet on the floor, shouldn't make it all magically disappear in the typical gap between my login sessions.
The lack of defense and extreme time disparities in time to create vs. time to destroy, coupled with the increasingly location/grind based aspects of advancement in the game (trees & farms), means that once a faction loses its foundations (which against competent opposition will be as soon as they lose "the big fight") they are out of the game. They have no ability to rebuild, and the grind to get back there will take them months. During which time, for 0 cost, their opposition can swoop in and reset them. Scent system guarantees that whatever big fight occurs it will be the only big fight. Scent system also ensures that once one faction attains supremacy, no one else may play in their reindeer games (no one else can afford to leave a scent anywhere). In fact, scents become flares in this system, alerting the reigning group that someone is grooming a combat alt, and inviting them to come stomp it out. It's a flawed model.
There are no niches. It's a winner take all game, slow enough paced that hiding is not even a feasible option. The longer and more involved the game becomes, the more glaring all these flaws will become.
But hey, the rules to the game change faster than it takes to exercise those rules, so wtf.
this had me thinking a bit.
i definitely agree about the alts.
i'm just a noob that hasn't had a base destroyed yet, but i know i'll be pretty mad when it does happen. i like the idea about walls and rubble and climbing!
couldn't some of this stuff be ameliorated by politics? like, if a faction took over just a decent sized area rather than a whole damn server and defended that, people could live there with much less worry over being raided.