TotalyMeow wrote:Claeyt wrote:I want to see more risk like 'The Battle at Lake Nod' rather than people losing whole towns and all their characters within the town because they had to get some sleep or go to work that day.
According to you, Arcadia had a waste claim on it for weeks before it was attacked. I can't change how people react to danger, nothing we do to the mechanics can make them stop hiding behind their walls and get out there and fight. You yourself keep arguing this same point so why are you now taking the opposite stance and pretending you've been saying this all along?
Why should a defender have to place their own TbF and have to attack a town just to defend their own town? If TbF's or TbC's are not donuted then that would encourage open combat. I'm not saying anything different than before. Donuted TbF's and TbC's hurt the chance for open field combat. Darwoth never has to defend them if he can just collect scents and rebuild. The entire point of this thread is that Darwoth has an island where he can force open field combat if a TbF is placed there while he continues to build donuted TbF's that don't allow the rest of us to face open field options when he hits us with a TbF.
TotalyMeow wrote:Claeyt wrote:When people lose everything they quit the game. That's the whole problem.
Then they should take advantage of the tools we've given them to not lose everything. We can't help it if they don't.
This is silly. They did take advantage of the tools you gave them. They tried to defend and trust in their walls and it didn't work. The whole point of this argument and this thread is that the tools are broken, in some of our opinions, and need to be fixed.
TotalyMeow wrote:Claeyt wrote:Darwoth slowly strangles Arcadia hoping for waste scents if they try and defend until he finally puts up a permanent TbF for weeks and then breaks in, destroys the bell, steals their keys and traps all their top guys and takes everything they've built and worked for? How is that a good game if stuff like that can happen to a big relatively active town? The game can't grow like that.
I've bolded the important things here. They had time to create or choose a character or two to fight Darwoth with. Hell, they even had time to practice combat to make ready. They even had time to run away if they just wanted to keep their characters. You say they lost all their big characters? So, why didn't they man up and sacrifice one or two to the defense of the town? Keep the town and all the other characters and just lose a couple? Assuming they did lose them. I've outlined just a couple ways they could have defended with much less chance of losing anything at all while bloodying Darwoth in the process, but they chose to not do anything. It was their choice. No mechanics changes can help that.
It had nothing to do with "Fighting" Darwoth. There was no reason for combat involved at all by Darwoth. They would have had to go into the same loop as L33 did, where they attack the donut town, Darwoth gets waste scents and builds a donuted TbC and summons the waste alt then he rebuilds the TbF and they have to do it over and over. Their choice was to trust their defenses and they probably thought that it would take Darwoth days to get through 3 brick walls and 2 plank walls under fire. it took him less than 14 hrs and because of that he was able to destroy the townbell, steal their keys and trap many of them behind their own walls. Because they view these as broken mechanics, they've said that they've quit the game.
TotalyMeow wrote:Claeyt wrote:There shouldn't be a requirement in a game that you be available 24/7 and have to maintain a call list in case you're attacked.
There isn't. That's part of what the TbF does, it makes it so you know ahead of time. Being able to contact your town mates out of game is useful though and is often a part of a serious MMO. I don't see why Salem should be different.
There is that requirement if the raider can just leave up a donuted TbF for weeks on end because he has thousands of silver to blow.
TotalyMeow wrote:Claeyt wrote:There has to be a basic time that people can feel safe. I don't mind if it's 24 hours but we're talking about people having to be on every 4 hours to check currently if they only have brick walls and don't want to lose absolutely everything when the raider takes out their bell and steals all their keys.
Salem went for years with no TbF and really no one seemed that worked up by it. You've all gotten used to the 'safety margin' now though so that's why John decided we'd leave it in. I see you agree, so why are you arguing first one way and then the opposite? As things are, there is a warning so I'm glad you've finally realized the TbF is serving its purpose as intended. Instead of just being able to waste a town any time, raiders must give a warning.
I don't remember it being years, was it really that long? I remember it being the winter after they put in Roanoke and JT which would be 6 months after Beta.
TotalyMeow wrote:Claeyt wrote:Getting rid of Donuted towns has to be a goal of yours otherwise why make townbells destructible in the fist place.
It's not a goal, really. Maybe another rework of the siege/raid mechanic later, after we finally get done all the other things we want to do and add. I'm not happy with raiding myself, but whether or not a waste claim can be surrounded by a town is not game-breaking. I've told you why town bells are destroyable. Don't make me type it for a fourth time.
I must have missed why you guys made them destroyable. I thought it was because you wanted to make it easier to take out siege donut towns. Do you mean when you said where you want players to have to risk everything?
TotalyMeow wrote:Claeyt wrote:If donuted towns aren't a thing anymore you can go back to having nice big towns with permanent townbells and maybe even make walls easier to take down and nerf defenses. I think we all agree that we want more raiding and combat but with less permanent destruction of towns. The permanent destruction of towns is what's making the long term players leave the game right now.
None of those things have anything to do with any of the others. Stop making **** up.
Ummm... a lot of people (Icon, Judaism, L33LEE) have said that they're leaving or are pissed at the game because of the new townbell mechanics. How am I making any of this up?
TotalyMeow wrote:Claeyt wrote: make it specific to the town it's meant to attack and make it so it's say 51x51 like a townbell shadow and it can't be within a certain range of another town. This way it could be out in the open or behind a Pclaimed area. Maybe you could make it so that anyone from the defending town could attack anything within the 51x51 TbF, TbC townbell sized area without leaving a waste scent. This would defeat the Donuted TbF problem or at least make it so the donuted area would have to be huge and harder to build defenses for.
Currently, you claim that you think the fact that someone can party a raider and give them permission to destroy a town without leaving waste scents is horribly game-breaking and the reason people can't have huge towns (though you did just say above that 'donut' waste claims is the reason, so maybe you changed your mind?). If one could sneak into a town and with the addition of a waste claim against it, be able to destroy the whole town without scents, how is that different? I haven't thought about it much, but I have the feeling there's actually a very dangerous pitfall in your idea I just haven't seen yet...
As for the hugely complicated town targeting system you outlined, I don't think it's really possible to code.
They are both broken mechanics in my opinion and both reasons why large towns are becoming increasingly rare in the game.
TotalyMeow wrote:Claeyt wrote:It's different if instead you're just harvesting summonable Waste scents like what Darwoth did at L33's village and Arcadia. The whole point of donuted towns is to make the defenders HAVE to attack the raiders so they can collect waste scents and such.
And like I said, you don't have to do that. You really can wait for the raiders to break in and screw them over then from within the relative safety of your own walls which you will quickly rebuild once the raiders are dead. Proactive defense is smart, but not needed. If someone is merely 'scent fishing' then they won't get any scents and there is no danger, just some inconvenience for awhile until they get bored and go away.
This is what Arcadia and L33 have both tried to do and they both lost the towns that they spent almost 2 years building in less than a day. Arcadia tried to wait out Darwoth's TbF for weeks and he just kept paying it because he is given silver by the truckload through the stall tax system.
TotalyMeow wrote:Claeyt wrote:I mentioned this months ago but why can't TbF's and TbC's get exponentially more expensive? Why can't they be 500s the first day, 1000s the second and so on and on, and if the town runs out of money then the TbF or TbC is destroyed.
Because that isn't fair to raiders. Not much of Darwoth's income actually comes from taxes. He gets most of it from raiding, but not all raiders will be so successful. We can't increase the cost of raiding until only the very most experienced and successful of raiders can afford to raid. No one would ever be able to get started if we did that; it's bad practice to adjust the curve to the most accomplished.
There has to be a difference between "Raiding" and utter town destruction. This is the main point I'm trying to make. "Raiding" is good for the game. Complete and utter loss of towns from the destruction of townbells and the loss of all characters in the town from the raiders stealing their keys, and all this without any combat or real options for the defenders besides having to place their own TbF against a donuted town is bad for the game.
You can say that Arcadia had options to attack the donuted TbF but they really didn't because he could have just collected their scentsand TbC'd over and over or just rebuilt the TbF. It's not an option and it's not a good system for growing the game.