The impact can be significant to players enjoyment of the game.
So if it doesn't make defense harder, what else does it do to impact gameplay other than mildly annoy a minority (40% of Suggestion's regulars - pretty small) of players?
And my understanding is that by "stopgap" is that it delays things. It's not for making a quick and hasty defense in the face of a sudden attack harder - it's to increase the period of vulnerability. It effectively does a little more than triple the time it takes to establish a moat (the "little more" being attributed to possibly needing a bridge to get a dwarf back, depending on which side you take the ramp out on).
Apply fortification to channelling?
THIS is not something
NEW players are going to know. That's a trick most DF players don't know about! If they don't get if off the forums or wiki, to get it early, they'll have to flood something with fortifications to learn liquids pass through them. It isn't something I've used in the past, as it seems an active
exploit, rather than a permitted by design feature. But any port in a storm, I suppose.
If you look at the poll, the plurality of the readers feel that the old style is best, and there is no to very little value in the new style of channelling. A very clear
MAJORITY of users at 63% feel that old style is best (option 2 and 3), but 23% see some real advantages to also down ramp from above. A
minority of users at 41% find the new style best (option 1 and 3), but only 19% find new style
better (preferable). Clearly, the poll shows the user base is against losing the functionality of old channelling, and only a small minority prefer the change.
Now, the bias of the poll is unknown--- but seeing as almost as many people
don't care about the change (17%) as those that prefer new style to old style (19%), it may be a somewhat decent sampling of the true user base of DF.
As for early defense--- the changes to weapons and military system has already made it more difficult for early fortresses to be defended. The amount of knowledge a new user needed to defend their fortress prior to 31 was minor. Now it has gone
WAY UP, and with the "missing noble" issue, woe to the fortress that gets attacked, loses its leader and arsenal dwarf. There will be
NO swapping of weapons and armor for the remainder until a new leader finally emerges. At this point, the stopgap measures should be to make early survivor easier (remember, you can no longer get easy food either--- your dwarves have to create magic mud underground to farm even in "soil types" currently, so you have to scrounge up seeds from the local fauna and grow it on proper soil above ground to get early food if you don't have an easy source of water or find a muddy cavern very early). Version 28.x.40d was actually pretty easy going for new players--- if they had an understanding of games like Serf City/Settlers, Dungeon Keeper, and Evil Genius. If they are new to fantasy builder and industry cycle games, they have a mountain to climb. Now the mountain has gotten more challenging for new users as it is so much more difficult to start a fortress and survive your first couple of ambushes. They show up with their iron, silver, and gold weapons and just cut through "pioneering" dwarves now, where before, you could easily outnumber them with dwarves, and manage to survive at least one goblin ambush if they arrived before your defenses were completely ready.
I know, I'm an idiot, and I am adjusting to the new version, but before, the game had a little give for not doing things perfectly to start with. Currently, there's a lot more
"FUN" and a lot less
fun in version 0.31. Some of that is due to bugs that will be eliminated, some of that is due to some tuning needs to be done for the new systems/sub-systems. It's DF, I know it will happen. I have faith in Toady. I know he's out to make the very best game he can, and frankly, I am in pure awe of what he has done, and what he is doing (and that is from a professional software developer who has some small understanding of the effort involved). I look forward to cursing that goblins are smart enough to build bridges to get across moats, and bring ladders to get over low walls, and will even bring/build seige towers to get over high walls, or they have learned to ride giant spiders who can climb any non-liquid moats and walls no matter what, or learned to ride war elephants and rhinos to knock over single thickness walls and floodgates (used for "wide door" defense), and humans and others learning to dig into my fortress, and all the other really cool things on the planned list. But I have a small, nagging worry that if the game gets too hard, too early, we might not get to see it, due to the lack of any real growth of new players into the base. We have the fun to see the new changes, in small increments, so our learning curve is shallow. But new players? Things are rough enough on them. I don't see them sticking things out to get to that basic level of DF skills to be able to get a new fortress up and running and being able to have lots of their own fun until something finally goes catastrophically wrong, and their fortress spirals into failure, or an epic seige force comes along and destroy's their fortress. It's just a worry in a corner of my mind, but as the starting difficulty goes up, the fewer new players will slog through it will be the reality.