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Many would disagree, I really enjoy the fun of trying to be creative and build a nice home.
Now im not against raid idea but options are always nice too to turn it on or off, or maybe we build near the shroud they can pour out from the mist sat times to attack the base.
Or if we build near enemy camps
I think raid intensity would need to be on location where we build.
there are peaceful spots and hot spots.
Well said, this is something most don't think about. I consider myself a pretty skilled gamer and to have a weak raid system where I just go through the motions where I wiggle peek the corner of my house to clear out this raid I will get bored. It will just feel like work and not challenging, then I rather not have it at all. On the other hand a casual player just like you say will find it frustrating while building and chillin in game to be under attack constantly, especially older and more slower players that want to relax.
In Valheim it added a threat level that was fun at times but sometimes I was also annoyed to be interrupted from my collecting session by this stupid tedious raid. Because in Valheim it was exactly like you describe, not hard for a hardcore player just an uneccessary evil and for a casual it created havoc in what they were enjoying currently. For me it was both, I heard I was under attack, I had to go back to base and kite enemies around with my bow until all were dead. Not difficult, not engaging and I had to rebuild whatever they destroyed further removing me from what I was currently doing/enjoying. The positive part was that it was not very frequent with raids so it did not frustrate me to death so you could say it added a flavour now and then. It's tricky though, in one way I want it but then I want it done in a smart and challenging way since I am a skilled player with 10's of k's in shooting games and other type of games. It should also carry some reward so you feel there is a point to it more than defending your base from being trashed. Like a big coin drop or a good weapon, lots of materials etc.
I must say you seem to understand things very well as developers, that's lovely to see. My biggest issue with this game currently is the lack of water, building boats, fishing, laying out nets that catch fish over night and just building a house near water. Also build bridges over rivers and swim etc and rain would be nice. I was surprised when I noticed it missing and it definitely make the game lack something vital.
Other than that it's a great game that could become the perfect game with the right tweaks, like enemy difficulty and density which might need a buff to raise the panic a bit while exploring, also a hardcore mode would be cool for try hards like myself at times. Especially with the town portal function the threat is already greatly reduced since you can ditch at any time out of harms way.
Thank you for making the game I have a lot of fun so far.
As a general discussion point, base raids are a mechanic to add an element of pressure for the player. Surviving a base raid should have something to do with the primary mechanic of the game:
It's that last part that's important: The virtuous circle or cycle. Doing something results in something else which in turn improves your ability to do the first thing. The base raids have to net the player something worth their effort, otherwise it becomes a vicious cycle; the downward spiral eventually ending with your base destroyed and you having no means of progressing and having to start over again.
Thoughts on the hows and whys:
I feel like the game cannot enforce base raiding, but raid engagement should be something that can be encouraged. Basically like a hard mode you choose to engage in. Taking from the ideas above, if rescuing a certain number of humans and keeping them alive is a goal for a better ending or for passive resource gain, then the players get something out of the experience while also challenging themselves. Or perhaps we can clean up the world, and creating and activating the cleansing site provokes constant mounting attacks until it culminates in an unshrouded environment. There may be no benefit to doing so besides making the surrounding area safe to explore long term.
I personally like the idea of the Altars being our lifelines. If they're all destroyed, the waves gradually revert to earlier stages, but we're basically starting over from scratch because our bases would have been wiped out by that point. But this is something that would likely have to be a world setting. You're opting into hard mode on a server level, not a case by case scenario where now you feel like fighting a horde, but not earlier when you were feeling lazy and just collecting resources.
As to what can be damaged and how to handle terrain deformation: Obviously structures should be damagable. Terrain deformation I feel should be lighter on the enemy's side, unless they only damage the terrain and nothing else (clip a structure, the ground basically doesn't deform. Only hit a hill wall built up by a player, pound a chunk out of the wall). This also opens up enemy variety with sappers. Let some of them purposefully aim at terrain destruction by digging up the space around a building. They could be mostly harmless otherwise, easily dispatched in certain conditions. It gives players something to look for and target while throwing them potentially into a dangerous situation amid a bunch of angry melee units to deal with one or two terrain destroying targets. This would of course require the AI to know where and why to dig up a base, as well as having a means of shoring up previously dug out areas.
Regardless of how the base raiding is implemented, I feel strongly about having some automated defences to at least slow the progress of the enemy forces. Traps most likely, but implementing a human element to be base defenders does not sound amiss. We know that they set up defensive lines which did at least hamper enemy encroachment for a time. There are also countless wooden barricades and spike walls strewn about, so asset reuse is very much a thing that can be done. As long as we have a chance to reach a base that's under assault, we have agency in the outcome.
me personally i dont see the point grinding my ass off for materials to build a big or really cool base/home unless i had some sort of active siege event that slowly and slowly develops as you travel further into the map or the higher you level up. i am a really big fan of the new dungeons they just released (hollow), i love fighting off hordes all at once, and hope to see soon down the line that they come running at my door swinging.
perhaps the event could start all by an item? (example, glowing red cursed skull, or a cursed scripture, or maybe a mysterious beacon you collect on a journey and it maybe benefits you in some form or way, but every time you use it there's a chance you wake up the enshrouded.
My base is half underground with winding corridors, the AI would never be able to even pathfind the steps, much less the base.
I do share your thought on what a base is used for in this game; pointless...
For example: fog eruption. A point of fog appears on the limits of your territory and enemies will emerge from it and harass you that night.
These events could start after complete 3 or more elixir wells, kill the wyvern or kill a matriarch. The game could tell you its imminent start with some kind of strange event near your base during the previous day.
NPCs could have defensive abilities that help protect your base during such events, so placing them in certain locations could be essential for defense.
For me personally, no base raids. If implemented, definitely a 'yes/no' toggle in the settings menu. IMO, I am the raider. I go out and raid NPC bases and areas to gather resources and material to build bigger and better weapons/armor to go into bigger and better (worse?) areas. The base is only a place to go and craft these items. I do enjoy the adventuring, discovering, gathering, crafting, and then more adventuring. The fighting I have to do to get that done is sometimes more than enough for me. Should I even be in this game? To quote an earlier question, 'why not'?
MessiahShowTTV understands me well with another quote. " On the other hand a casual player just like you say will find it frustrating while building and chillin in game to be under attack constantly, especially older and more slower players that want to relax."
I am that older, slower, casual player. I haven't been gaming my whole life. Just started a few years ago when I retired and needed something fun to do to fill in some time. My challenge is to play these games, but not to be overwhelmed by constant death. My fingers aren't as nimble as they used to be. My keyboard abilities aren't that good. But I still would like to enjoy these games up to the limits that I can handle. Many of you can handle so much more, but give the rest of us a break.
Speaking of handling. I found that going into the Springlands Hollow Halls at lvl 7 isn't wise.
Again, a yes/no toggle if implemented. If yes, maybe even options on difficulty. And then maybe mounted and automatic weapon options (ie: Valheim Mistland ballistas) to help defend.
Anyway, that's my opinion and I stand by it.
...I mean, i get the very rare wolf wandering in sometimes, but that just means one extra open sandwich.
For anyone who enjoys the tiniest bit of resistance in their game that just completely killed any fun in this game
I have had animals wander into my home, and get lost for weeks. So yes, Doors are actually a good thing, who knew?