Potjeh wrote:
Anyway, assaulting will obviously be horribly expensive, so I really don't see loot covering the costs. Which IMO is a good thing, because it promotes diplomacy over war.
Extremely dumb idea. There are plenty of games out there that create a "lose/lose" in every PVp exchange. Salem is unique because it is one of the very few games where at the end of the day the aggressor can say "You know what I am better for attacking this player".
As a raider there is already a VERY fine line between determining if you could have advanced your city/character farther by simply planting another dozen crops or stealing a bunch of low-quality stuff from other players. Sure sometimes you find a large inexperienced group of players who leave thousands of gluttony foods for you or let you P-Claim their city but the majority of the time you'll find the best stuff of a settlement is alt-vaulted or in a purse and they are offline leaving you with an hour of crimes for less than an hour of stolen goods.
Raiding currently requires some adjustments but SIGNIFICANTLY less adjustments then the general public seems to think. It seems that they are basing their opinions on two things:
#1: A very poor Claim-Managed city of Gallows Hill
#2: A very poor constructed vault of Terribad Cove Now an argument can be had that The Tribe should have had a harder time seiging both and that players should not be forced to "think" about their Defenses and strategy when planning a city. The simple fact that they invested hundreds if not thousands of hours in what they "thought" were good ideas should have protected them.
I, however, disagree. I think that knowledge is power in this game and it very much revolves around a steep learning curve. I feel like base-design and defense layout should be no different. I applaud the person who posted his ideas about a Tree Vault (and yes you very much can place them next to eachother and yes The Tribe very much as already done this). I also appluad a Hermit who held back 3 braves for INFINITELY longer than Onery did with half the walls and half the Braziers by using his brain and having a much smarter D setup. In fact this one hermit caused us to give up that night and just come back later.
In short, The entire Might of the Tribe CANNOT destroy our own towns. That is the bar that we measure our base and that is the reason who know that the system is very "close" to being balanced. Even with 300+ Phlegm/BB the Tribal lands would stand for 10 times longer than any scenario that has been witnessed or discussed on these forums. So now its up to the community to either:
A) Spend time designing and working on better D with the tools they have.
B) Find the Tribe and steal their technology.
But sitting around asking for the game to be changed because you have failed to master/understand it seems silly to us. If walls or Braziers are buffed in the ways suggested in this thread then the Tribal Lands will require 1,000+ Humour characters.
Chief PeePooKaKa
MM Tribe