I am sure you all know that forming parties or "grouping" presents risks. The most obvious risk is of course revealing your location as an arrow appears for the other players within party to find you. This is an acceptable risk as you accepted to form a party anyway.
However what some of you may not know is that there is another risk. Any person on your party can bash and waste your belonging even without permissions. That allows for infiltrated spies within a city to group with enemies and allow them to pierce through the walls with impunity and without to have to lay a waste claim on the said town.
This later risk I have trouble with. To be honest I am not sure I understand all the mechanics associated with grouping and wasting but from what I understand I can say that this mechanic influences more than the party system. It also influences recruitment within a town. I am sure you would all agree to say that recruiting in a town is a pain. Either you have major assets and you can afford to send the new arrivals to an off shore facility that will judge their abilities before integrating them to the main group, or you are of more modest origins and have to take a huge risk by letting new people coming in your town. There are many things you can do to protect yourself while you judge the new arrivals (not giving the keys yet, building some pclaims to control accesses, etc...), however nothing can be done if they decide to group with other people allowing them to waste the city.
I am unsure how the trial membership influence that, is a trial member, when grouped, allowing the members of the group to destroy the walls?
In any case I think this mechanic, while bringing more flavor to how one can betray someone (which is a bad thing imo), also nerfs Waste Claims and their uses.
What do you think?