It’s not uncommon to see people building basic shacks and mega compounds in sandstone then quit on day 2 as they feel they’ve done it.
How about adding a little fear to motivate players need to build bigger/stronger bases and train up their defensive thralls?
This isn’t about making things easy. It’s about giving a reason to log in and adventure, to improve your base and protect what’s yours.
please note, this should be tunable by server admins. on/off and values.
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each player base would be controlled / restricted by its coffer
without a coffer, a base can only be built with level 1 materials.
without a coffer, the base would have a limit before decay without login
coffer value dictates the maximum radius, max build material, and max # of build pieces used.
coffer value would dictate maximum number of non-bench thralls
in addition to the coffer controlling the strength and size of a base, the value would also be more likely to attract roving marauders and purges, the size of which would be related to the coffer value. These should not be controlled by the user (callable) unless specified by the admin. This would of course promote the users to build stronger bases, get better thralls, train them up and gear them properly.
Having no value doesn’t mean the roving marauders wouldn’t destroy your small hovel for whatever stuff you have… just a lower probability.
additionally, the bonus provided by bench thralls should be impacted by their level. leveling a bench thrall would be related to performing whatever task that thrall does, giving it xp for each piece crafted, thereby improving its skill and improving the bonus to the bench.
This would also promote group play more as more players would make defending much easier.
The thrall attacks could be governed by times set by the admin. the number and types of thralls attacking would be controlled by the level of the coffer. A purge style attack should center around a ‘raid base’ which would require the user to destroy before the purge ends. wiping out a wave would give a break but with the raid base still standing, there will always be another wave until the raid base is destroyed or the coffer is looted. (*coffers would be locked once a purge starts). destroying the raid base would result in boxes of loot equal to the level of the raid (the list should be configurable by the admin).
Combined, just looking at your base would imply how strong your clan is and how far you’ve progressed.
I feel like your suggestion would most likely just push players to build even more over-the-top bases. You’d end up with bizarre structures scattered all over the map just to defend against the next monster raid, leaving poor new players forced to live in some tiny corner of the world.
If your goal is simply to encourage players to use higher-tier materials when building, accelerating the building decay rate seems like a great option—especially for those sandstone structures. I’d even argue that sandstone buildings should completely decay within 24 hours. After all, these poorly made, spammy structures take up space meant for new players and put a severe load on the server.
Player base size, both foot print and # pieces, would be limited by their coffer… which would imply the max size would also be controlled by admins. but instead of all bases with a 20x20 max footprint (typical today), 75% of which are just sandstone boxes, that 75% would be limited to 8x8 (whatever smallest would be). plus the abandoned shacks would have auto-decayed as no one had logged in for 5+ days (admin settable) or destroyed by the marauders.
You mean the horrendously broken old purge system?
Don’t get me wrong, I love a good base defense game, but that was wasn’t it. I can’t set up a defense for rockslide{?} spawning in the middle of my keep. I like the new siege/treasure raid thing … when it actually works. But this does present various issues on the public servers.
The new build system can easily be change to a decay system. In order to keep your base you’ll need to feed it. It would deter big bases and encourage time in game, rather then log in wait two minutes log out and be done for 10 days, you would actually have to spend some time gathering and processing materials.
the thralls after nerf dont tank old purges anymore, i lost a lot o dalinsias and berserkers full lvl/gear to the most basic purge: the wolf group. Could not imagine those new thrall standing against a rocknose avalanche, they would no even survive till the avalanche boss apears, this was brutal. it leds some players to spam claims too to keep the main base more distante from the purge mobs what caused this people to banned the old purge was cool and brutal but it not fit on the game as it is now (personal opinion).