A brief introduction to defending your property

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  • #1854


    Skeleton
    Posts: 119

    A brief introduction to defending your property

    Breaking in a base is quite trivial. There are means of defending oneself that are often overlooked.

    (1) LOCKS

    As far as I understand, when someone approaches a lock he doesn’t “own” he will pick 10% of the items per day. Items here means mini-stacks (e.g. 1000 stone together should count as a single item, 10 ministacks of 100 stone should count as 10 items).

    Also you should be able to see the last person who tryed to pick items in the lock — still, as far as I understand.

    Testing is not complete on my part, but I think you “own” locks that you crafted while outside of a tribe, and locks that have been crafter by people in the tribe you are in this moment.

    (2) BASE DESIGN

    There are some smart things to do, for example, build a door inside the base and put items in it. The attackers will have to break the door as well. Obviously that door better be connected to at least 2 wall-like structures, so id doesn’t super decay.

    Also, go live in the Fortress and/or in a main road. This is a sandbox RPG and sometimes players don’t like they have to play in a certain way — but really, you want to play smart, otherwise you are facing the consequences.

    THOUGHTS ON BREAK-INS

    Lying is immoral, but sadly people could do it, even over a game. Attackers could lie and tell that they didn’t break in and the house was already broken, they just took items. I think that the in dubio pro reo principle is great in real-life judicial systems — in doubt, it’s better not to condemn a criminal rather than comdemning an innocent. Here we are not really killing people so we don’t need standards so tight. I make the point that the community should consider accpetable to retaliate for finding one’s fingerprints in another one’s base. As a side bonus, this standard would make lying about it pointless—the interested people can retaliate anyways.

    This retaliating principle is even more strong in the case the fingerprints are on locks.

    One could argue that the sole introduction of locks makes the point I propose obsolete, and to accept such a retaliation only if the fingerprints are on locks. This would be a smart counter-proposal and would teach people even more that if they want safety they can use locks.

    #1863


    Goblin
    Posts: 94

    A few notes I can add: A tower can hit an enemy anywhere on the screen minus the very edge. Stand where you want to build the tower before building it to get a grasp on what things it can target. As an example, I made sure all of my towers can hit TWO spaces away from my wall. This is so someone can’t stand 2 spaces away sniping at my wall with a hammer.

    You will often see defenses that are 2 walls thick, but this will not slow down a solo invader trying to break into your home. This is because a hammer can strike 2 layers of walls at the same time. It does, however, slow down a gang of players breaking into your home because normally, 3 of them could work on tearing down the same wall by hitting adjacent walls with hammers.

    Just as hammers can hit two layers of walls, hammers can destroy objects behind walls. This means you shouldn’t be putting your firepits, tables, beds or anvils etc against a wall where a passerby can strike it with a hammer.

    If you log in to find your home under attack, give /b chat your coordinates. Even people you’ve never spoken to might come to your aid. Honestly, I feel like this is because everyone likes to fight, but are afraid or do not want to attack innocent players. These kinds of people are more willing to show up and kill your robber for you.

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