With the current state of the game it seems there are essentially individuals or groups of individuals who are in a sense demi-gods. They can easily punch holes through multiple layers of walls, while ignoring any and all defensive options which are currently in game. I understand that these players have put in the time and effort to get to this point and it should stay that way. I also understand that no base should be impenetrable, more so when regarding more veteran characters who want to raid. I also believe that these established players have no place raiding people who just started/have not left scents and have no realistic way of defending themselves.
What I am suggesting is implementing a new skill/system which would make defending ones base a viable option, rather then simply running and starting over. I have not taken into account all edge cases/scenarios yet, but believe the basis of what I am outlining, with a few tweaks, would make the game a lot more appealing to new comers. Keep in mind its a work in progress.
Goal: To make the raiding/murder of new comers, specifically those who are not committing crimes and are living the life of a hermit an actual challenge/risk to more established raiders/players.
Skill name: Home Is Where The Heart Is (Just a starting point).
Prerequisites: Cannot have purchased any of the "dark arts" skills, such as Larceny, trespassing, or the ability to murder. Once learned, removes the ability to purchase these.
Proficiencies: Not sure yet, likely not "easy" to obtain, but should be possible for a hermit to obtain within a month or so of active game play.
Bonus: When defending your personal claim a player is granted bonus blood/yellow bile based on the blood/yellow bile of invading players, as well as the number of invaders. This bonus only applies when on your own claim, this means it is purely defensive and provides zero benefit to raiding others. It also only applies to the claim owner.
Lore: The way I imagine it would be your settler had led a peaceful life (ie no dark arts), tended their land, raised a family and created their community. In the face of danger (a raid) the lead settler (claim owner) is presented with two choices, fight or flight. Currently as it, flight is the only viable option 99% of the time. The settler knowing very well that this is his home, temporarily bolsters his physical prowess in the face of danger and in the defense of his home.
Things to note:
The intent of this skill is not to make it impossible to raid peaceful players, but to make it an actual risk, to go alongside the rewards.
The bonuses granted would not take into effect gear related bonuses, as such well geared raiders would still have the edge in that department.
If you are one of these "demi-gods" please take a step back and keep in mind that you account for an extremely small portion of an extremely small community. The idea of a change like this is not to ruin your fun, but to spread the fun out amongst others as the more people having fun, the more people the game will attract and the more successful it will be.
Thoughts, comments and constructive criticism please. You will not change my mind that something like this is needed, but if you are more experienced with the raiding/combat then I am please contribute, I will be updating this as I flesh out the details a bit more.