dafels wrote:nidbanes shouldnt have a chance of murdering at all and it would be better if they removed them
I was actually thinking, isn't the point of this to remove permadeath from fighting (barring going fighting when low HHP) so that people are generally speaking less afraid of being dicks to each other? Leaving nidbanes able to kill doesn't take that fear away unless nidbanes themselves are trivial to beat (which I've heard very conflicting reports on, perhaps faction quality bases makes a difference?) Unless there nidbanes are trivial (which they shouldn't be), there needs to be some kind of scentless combat option to truly enable this does there not? I know we've seen suggestions before like kingdom warfare along these lines. This is speculative from a non-pvp point of view. Although I'm now more comfortable say, fishing with my main, there's other concerns. If my friend was being assaulted for example, in order to defend them I would need to leave scents that could be nidbaned by anyone walking nearby that could permadeath me (especially being new to pvp combat, I'm not even certain how dangerous nidbanes are).
Nidburns are in and of themself a notable punishment due to enabling permadeath if you drop below ___% hp (whatever the highest grievious damage % attack type happens to be). And they could be tuned in such a way that they remain enough of a threat, but aren't a sudden source of permadeath from pvp where it's otherwise been removed.
Anyone's welcome to correct me if I misunderstand these elements of the mechanics. My pvping has always been done from a leadership position, not a foot soldier one.
@Nooby, I think nidbanes serve a useful purpose due to bases being essentially unsiege-able. It also allows some element of non-24/7 pvp so if you see something happened you can have impact on it after the fact.