Lazun123 wrote:This brings up the issue of doughnut claiming waste and tbc. Which is *****. People have clearly worked around the claim restrictions so either get rid of them or prevent people from making doughnuts. The doughnuts literally undo what it's supposed to do. I mean from my understanding it is suposed to be a offensive tool, and yet all it dose is force the aggressor to become the defender using a broken raiding system as an advantage, as now they are hiding behind a wall. It's one thing to let somebody have a chance at revenge it's another to guarantee the death of crime alt. It's broken when one player can hide behind a wall with a tbc and murder multiple raiders while having little to lose doing so.
The thing is, the very first day it got implemented it was used on our base with legacy scents, crimes that were commited under an entire different crime system. The very first TBC was enclosed like this and it was directly monitored by the lead developer himself.
This has been brought up by so many people and its far from the only flawed mechanic. It all has been denied or simply ignored, just like the other issues and that is exactly why so many people gave up their hope, rather years ago already. The expeditions were heavily flawed (cannons that shot through pclaims/town bells, cannons that were blockable by objects, animals that were broken and so on). It took them months to fix those issues, that was besides the fact of hardly any adaptations to the mechanical behavior of the server and include silly mechanics such as TBC's and TBF's in a supposedly fast paced expedition. The changes never came or simply were too late as the outcome was set in stone already.
Instead of fixing raiding, they left unfinished systems like locked houses, without pick-locking in place for over a year without any updates regarding the matters. A counter package with ''pity'' crimes was supposed to be dropped before the new type of wall and defences. You do not implement half-baked mechanics, nor do you ignore so many concerns listed by numerous vets prior to implementation. Now when final remaining players actually get more advanced, bored and aware of the situation, they see that it is not what it was advertised for, a perma-death full lootable open world game. It featured these aspects in a more serious manner under Jorb & Loftar, maybe it was too quick but better that than a ***** rigid game with so many flaws and work-arounds.
Besides literally two or three people, I cannot think of any old vets that still play the game actively. That sort of is only normal, sometimes you are bored of a game after playing it for years, however if you look at Heaven and Hearth, it still holds a large core playerbase which has been around before Salem even got developed.
As years have progressed, I can understand why Jorb & Loftar always ended up with server resets, it is not easy to re-balance the game in a stagnated game. Like was every farmer supposed to have 700 h&s to yield four times as much, was everyone supposed to pay 1/4 of the town upkeep with their high L&L, were lasso's supposed to drag out of render range due to a high F&F, were towns supposed to yield 100.000's of passive silver due to an ignored poopclaim system, were towns supposed to expand to this extend, or this heavily protected, were pclaims supposed to be 500.000 silver in size and I can list quite a few additional issues that have been left unadjusted and have really only become clear the last 2 years, while the development was on a low pit.