Hamlet House
My suggestion is about protection against griefers in DST, by introducing Hamlet style houses or space to game.
This idea is not new. The mod that does similar things has already exist, like this one https://steamcommunity.com/sharedfiles/filedetails/?id=523209309. But since Hamlet's houses introduce similar mechanism, why not just bring it to DST. it doesn't seem to be too hard to implement, just keep those house/island in dark on map.
To make the idea seem more concrete, we can imagine pk be the landlord (or his wife/daughter), who will have to be paid to in a timely matter, or otherwise houses will be taken away or taken down. (You get the general idea)
The benefit is obvious:
Griefer, griefer, griefer, this suggestion is all about how to protect yourself from griefers. I understand griefing is part of the gameplay, so my suggestion doesn’t aim to remove it completely, but to prevent catasphic griefing that makes rebuilding a base or game proceeding impossible.
House will be a place to keep personal items / structures safe. Houses should require authorization upon entrance, which provides safety. No one can steal from you, no one can burn anything inside it or burnt the house itself.
There is an alternative model: anyone can enter your house, but no one can hammer/burn your structure or open your chests. They could just come in visit your house and use science in it, and enjoy its beautiful presence (decorations). (Have you seen those players who just discovered your base and decided to censor all your chests, after a series of chest lip opening sound, he stopped at a chest and discovered something interesting and just took it?)
Existing gameplays should not be affected by too much:
- Houses have hp and can suffer from 2 level of damage.
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One is broken, which has a blocked entrance, people inside it will be forced out, no one can enter it after it's broken. This kind of damage can be caused by mobs with normal attacks, such as spiders, hoods, tree guards, Goose. Those mobs can't damage the house beyond lvl1 damage.
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lvl2 is ruined. Ruined houses are heavily damaged, structures inside it gets the same effect of being hammered, items stored inside its chests or laying on house floors will drop out on the ground. This kind of damage can be caused by deerclops, bearger, antlion's earthquake attack, meteor showers, etc. you get the general idea.
- Houses are relatively hard to get, it's should be a middle to late game thing.
- House is big structure on the outside, but small, limited space such as 4 tiles inside. They can only be built on certain floorings, like the requirement for grass. And the flooring should be hard to get. Tentacles can't be summoned on this turf. This turf can't be taken away while there is a house on it.
- Houses can leak water if the wetness of the world has reached a certain point, and consequently increase wetness of anyone inside it. Wetness of house is the same as wetness of food on the ground which rot faster when they are wet.
- There is rent. people can pay with meat, egg, wires, anything that can be exchanged for gold, or gold itself.(Who has too much bunny puff? I raise my hands)
- It gets lightening strikes unless it has protection of lightening rod.
- Hiding in house won't lose aggro. Hostile mobs can attack houses when you hide inside, like attacking shootius hoodius. When houses are broken, the players will be forced out with certain amount of dizziness effect, they behave like they are sleepy as if they just wake up from eating mandrake.
- One can have up to 2 houses, but second house has higher rent/tax. Second houses could also be treated as a house upgrade.
- You can probably build a lazy deserter inside it, after all, the house space itself should be on the map somewhere in the dark. (And griefers do hammer lazy deserter)
For those who doesn't need anti-griefer protection, why would a house hurt anyway?
If you have something to add or comment on, leave in the comment session, i'll add it if i find it reasonable.
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