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  • These people know only how to design system and nothing about human psychology and it shows. The people that play these games are never going to do this because you ask nicely or because you scold them. In fact they might go out of their way to do the opposite just out of spite. Smart designers would have introduced a positive mechanic for tearing down one's base or cleaning out abandoned ones, or as other said, just added a degradation mechanic.

    • Ultima Online solved this problem in 1997 by having any house collapse into a pile of everything stored in the house after 90 days of no activity on the account that owned the house.

      I remember spending a lot of time loitering around houses marked as "in danger of collapsing" just to steal some prime real estate outside Brit.

  • The easiest way to force players to destroy their old bases is to limit the amount of bases they can have. Make it 1 at the first levels or whatever, raise it once they're farther away from a starting area, but never let them build as many as they want, hard caps are a must in these types of games.

    As for the blocky boxes, well, what did you expect? It's literally the easiest, fastest thing they can do, in an area they'll probably never return to. Why bother making something more homey or intricate?

  • If a base hasn't had interaction from its builder in a certain amount of time send that player a warning that it's about to be marked as fair game. A few days later, if no action has been taken, mark it as abandoned and free to loot. Possibly with quests to access this looting feature. A Scavengers' Guild?

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