jwhitehorn wrote:darnokpl wrote: this is greatest salem flaw.
This is greatest Darknokpl flaw. If the game isn't for you then just quit. Stop trying to make the game to your fancy. Any organization of players can overthrow the status quo by banding together and knocking over those who dictate them. System is balanced. Your own failures does not immediately mean an imbalance in the system.
Chief PeePooKaKa
MM Tribe
Except they actually can't. Things like crops and the means to increment purity are time-gated and both requires you to stay in a place for quite some time. Heh, the crops themselves can be destroyed on a whim, along with all their influence - something that now is even more important. Items bought for a quicker development could have been stolen for the exact purpose to track people (one of the most stupid ideas i've ever seen in a game, by the way), so a new faction can't really afford to risk all their work by buying those.
Even assuming that tomorrow there will be like 50 new players banding together, they don't have a chance.They will be found and annihilated before they've got enough time - months - to prepare themselves for a serious fight.
Dallane wrote:JeffGV wrote:Potjeh wrote: Especially since there is no "castle doctrine" in the game.
here we go....zzzzzzzzzzzzzzzzz
Well, not my fault if you can't comprehend such simple concepts. This game is terribly biased toward raiders.
They can choose when to attack, how to do that and mostly important, with chars that have been created for the sole purpose of doing risky things. And this is the part that removes every risk vs. reward.
If they want, they can have a vault just for those chars, so that they don't even risk being tracked to the real base.
So while the defender is in danger of losing his base (and as i say above, it is quite a problem) and eventually his chars - even if he successfully drives away the enemies, cause you still lay scents even if you kill in self-defense - the attacker...well, isn't actually risking much. In the worst case he has got a puppet killed, but he has still its main base to develop further chars and summonkill the defender. In the best case, the defender is no more - by destroying his base, you've effectively halted him from progressing (cause as i said above, there are quite a bunch of things that depends on staying in a place for prolonged amounts of time) and you may have even killed his main chars.
Basically, the defender is the only one that is really risking something. And let's not even start talking about the disproportion in building those defenses and destroying them, both in time and costs terms.