No one really says base building shouldn’t be allowed, more like that it shouldn’t boil down to Harvest Moon: The roguelike.
Start in the “sheltered” start, survive for a year and you’ll see what I mean. After a while it becomes extremely repetitive and rather pointless.
You can hunt for meat and farm plants, but what for? You can easily survive on acorns for the next century.
You can build walls and fortifications, but nothing will ever come to get impaled on those. And even if it did, it would be so much weaker than you, you could punch it to death without taking a single scratch.
90% of the game becomes irrelevant, with the 10% that remain mostly differing in names (cooked acorn meal vs meat pizza? it’s not like I’ll use that tiny morale bonus for anything…). When the relevance of choices boils down to the number of clicks to execute the choice, the best choice is that little ‘x’ in the upper right corner of the screen.
Plus, it’s not like anyone is forcing this “extreme farming” with enemies on anyone - if it got too hard, we’d just get a mod that brings back peaceful farming. Removing is easier than adding.[/quote]
harvest moon wouldnt be any worse than the euro truck simulator + zombies we have now.
i mean if hordes were fixed to not be a pointlessly grindy borefest, then i would turn them on and have every reason to have a base like i want.
instead they are either horribly broken(three hulks reaking into a noiseless shrlter at start) or jus supremely annoying(all thr posts about grinding through hordes) and therefore everything is pushed towards nomadic play.
so, yeah. cdda/harvest moon would be boring. but thats really not what we I want. I want perma-base building of some level to be a viable playstyle; and decent farming of some system logically(by my mind) plays a large factor. this doesnt mean it should be “lol-never need fear hunger again”; but there should be some benifit to making yourself a theoritxally easy targrt for wandering spawns.
./random. carry on as normal.