Judaism wrote:How do people still justify statements such as ''Towns can be breached overnight''. They cannot since we have TBF's and with the massive bases people have we simply just need progressive raiding to make it fair to both sides. Sieging players could rest and continue their efforts at a later date, the fact that I have suggested progressive raiding simply means that bases are being raided in a much longer period than ''overnight''.
But people have reached a state that any meaningless entry into their base is ''too much'', ''too broken'', ''too easy'' and whatever the current carebear mentality is. You retards (The ones suggesting **** and debating in said topics) don't know how much fun this game used to be, it was so much faster paced and yet people had massive bases despite lack of high end skills, monsters and other objectives other than raiding. Expeditions could not compete the slightest to that state, there were no freebies for carebears.
They willingly pushed this direction, from the very start I have been rising my concerns, ideas and critic regarding that direction. The gap simply is far too large right now for any competitive players/groups to invest their time into this game. People overestimate their base investment, hence look at how quickly we build a massive fort on Concord with 10+ layers of walls and a size of 300x300 within 3 weeks, while also doing all the other chores such as rising numerous 200+ stat biles, searching enemy bases, raiding bases, finding statues and goats with only 4 or-so players. Very few actual towns with more than 5 people still exist right now, they are all hermits and any single raid takes at least 2-3 hours preparation, a 4 hour defend window for a TBF (assuming you do not secure it in with walls), then at least 4 hours per single layer of wall (with no defenders and no repairing). Considering most serious towns/bases do have at least 4+ of those layers, also with weaker type of walls in front of the brick and entirely covered by a massive P-claim you are quickly looking into a 30+ hour raid.
You require a constant attendance of at least 3-4 people (running multiple clients and characters), hence we are not even taking in consideration any interruption from other people, which is by far the greatest threat. We killed so many people mid-raid, ruining their entire progress. Then finally when you managed to break the base, if the people had noticed you there will be no loot and the p-claim will have been paid, thus you cannot do much. Either that or loot will have been stored in houses, therefore unaccessible. With TBC's and stockades up you are also almost forced to either domain the massive p-claim, otherwise your chars are more than likely to lose days of progress on stats assuming they do not die from a TBC.
That is exactly why right now there are no competitive players left in this game. I'd honestly rather end myself than playing those retarded mechanics on a self-proclaimed game with ''hardcore permadeath rules and open PvP combat''
First I have to say that you get an A+ for effort
...but a D- for content
Don't give up though, I've heard that shock therapy does indeed work.
In summary, if I am interpreting your drooling babble correctly, then all you are doing here is reiterating in a different composition style the 'fact' that you want to play this game with no risk of losing your
valuable character in your attempt(s) to destroy another player's
valuable base or their
valuable character.
(I'm not surprised) The truth keeps endlessly seeping out of each of your orifices no matter how hard you try to hide, dress or disguise it.
Judaism wrote:So yes very necessary changes in my opinion are:
1. Back to single characters
The soaks need to change, it makes no sense that we are gated in damage. Valuable characters need to do more damage to those walls.
So, this is probably the single exception of your ideas here that is even remotely good/fair/reasonable.
ie: having valuable characters do more damage makes sense.
Bravo ! .....But I think that is how it works already dude, it's called --->
Yellow Bile<---.
Judaism wrote:The percentage based damage of defensive structures needs to go, you are supposed to make progress on the segments while taking damage and not having to drain all the defenses prior to starting the damage. Higher risks, higher rewards. The alt game is really dull and boring.
I'm repeating myself just for you here:
I know and trust an active player here who claims to still have a 4k Black Bile character in the game, and that makes me strongly believe that the damage from TP and braziers crits should definitely remain based on a % of the attacker's Black Bile.
Although, I do think that the base crit % chance of braziers and TP's should be tweaked to address the consensus of brazier and TP crits being to powerful, but the damage needs to remain based on a % of the attacker's Black Bile, period. (no-compromise)
...As for alt characters in this game, if they bore you, then stop making them, yeah it's really that simple, really it is.
You see, other folks playing this game find alt characters quite useful in many-more ways than just criminal acts.
Meaning; get over yourself, it's not all about you dude.
Judaism wrote:2. Progressive raiding system
All which would be required would be to change the way P-claims and town-claims interact, simply adding new types of counter-claims or siege assets could also likely solve the current rigid situation.
Since I am not familiar enough with these features in the game yet, this could possibly be a good idea, but coming from you I sincerely doubt it.
Judaism wrote:3. Removal of consumables
(This includes watches, but also wing-a-rangs and lets not forget crickets they ruin combat entirely by giving out a free, nearly unreachable scout and an almost guaranteed way escape/catch up during combat) From the very start consumables looked great, however in a rigid state people have far too much of those so using 10+ watches is not an issue anymore. There are no proper combat locks, people can still operate gates, climb and such during combat. Top it off with the fact that it counters snare which is a hard skill to pull off on someone. People right now with their biles and characters easily escape nearly all combat situations unless they are idiots or willingly take the fight till the end. There is very little reason to leave your base later in the game, everyone is self-sufficient and therefore will hardly every leave their base outside with their valuable characters. Therefore combat is already really rare, pointless with the current consumables.
OMG, your idea (if you want to call it an idea) your idea about the removal of combat-consumables from this game is just simply retarded man, and only goes toward reinforcing the fact of your delusions over how you personally play this game "competitively". *cough, mumble*
This is a risky and difficult game, period... it's not just difficult to
survive in the PvE environment, but also difficult to
survive in the game's PvP environment too, and that is not going to change, period. PvP is going to remain just as
risky and difficult as all of the PvE features in this game.
If you can't deal with that, then maybe you should go back to playing ToL on Steam, at least there will be plenty of "easy" PvP targets for you there.
Judaism wrote:With those changes most of the other aspects are workable with towards a balanced, more interactive and competitive game. Hence of course we need many changes which encourage interaction and reasons to be outside of your base, but there are many creative things and mechanics you could do to get that realized. (Just bringing up some examples: territory control/wars, mini bosses around certain areas, daily/weekly objectives at certain points/biomes)
Your desire to have easy-mode raiding in this game is going way past redundantly-loathsome dude.
...Look man, just squeeze real hard to try to get rid of this very stale brain-fart out of your system, or just go back to playing ToL since you've made it clear "several" times now recently that you no longer play with us in Salem.
A valuable-base and a valuable-character (both of them) take a lot of time, energy and planning to create, but for your own selfish reasons you still cant comprehend that other folks value things that they've spent a lot of time, energy and planning on too.
...Meaning, without you having to
risk the destruction of the PvP-character that you spent months to years creating, then JC isn't going to allow you to destroy overnight what took another player months to years creating, unless you're willing to
risk losing your PvP-character in the attempt.
Again; it's not all about you dude, if you still think it is, then maybe you should just go and purchase your own little game like JC did ?