@Regulus2424 Alas, we take the good with the bad.
To be honest, I don't entirely understand the objections to the PvP change(s) this patch. I suspect hyperbole from the 'remove PvP' camp.
I've passionately argued elsewhere in favor of making it harder to grief nubs, but to put that in its proper perspective, the game has never been more forgiving to casuals than it is now.
Is the perception that requiring Rage to destroy Challenge objects will make life harder for hermits? Because it seems to me that most hermit and casual villages weren't playing at the Global or even Local Politics levels anyway.
nokona wrote:Mechanics like this fundamentally change how to defend, and dropping it without advance communication or a transition period puts players at a disadvantage.
Surely if everyone has the same disadvantage, that's not a disadvantage?
stickman wrote:So the only way to defend is to build your own catapults because your a farmer with no combat stats.... but whats that? you need seigecraft to build catapults now... so then you need rage anyway
So forced PVP once again...
To play devil's advocate for a minute, I'm not sure the devs ever intended to make the game world as safe as it has been in recent years. Given that defense of territory can be used in an offensive capacity (see
'Forward Operating Bases', a concept that real-time strategy players will be very familiar with), perhaps holding a territory for ever and ever shouldn't be as easy as throwing up a claim and a wall overnight?
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