NOOBY93 wrote:Firstly, people would put their gold bars and shit into alts and log off BEFORE sieges. There's no need for gold bars to be in cupboards. Nothing of real value can therefore be stolen.
Well, this already happens. So it happening here wouldn't be much different from what we already have. Thing is, there's no way a village can hide
everything they have in alts; I mean, they could, but it would be a pain in the *** for daily work if you hide stuff like wrought, high-Q fuel, all the curios and crafted curios, silk, precious metals, maybe even food, etc... A raid could be aiming for anything, maybe they have far better clay? or their super developed tree seeds? There's no way everything can be hidden all the time - that's why a lot of stuff is vaulted after a siege starts, not before. This wouldn't be so possible anymore, that's the idea.
But yeah, never doubt people's capabilities to do insane stuff, so you're right as well. I don't doubt that someone could live with hundreds of alts instead of cupboards - lol. But then again, that's another issue (that permeates the whole game) which is the alt/account thing. It has its own discussion.
NOOBY93 wrote:Secondly, being raided and not being able to log off is a great nerf to village claims, I assume people wouldn't 100% village claim their village and would therefore simply walk out of the claim and log out.
That is true. Villages could intentionally leave a small square of unclaimed area inside them to be able to logout safely when being raided. I can't immediately think of a way to prevent this.
As for the logout thing, I don't think of it as a big nerf, though - since your character can't be killed if you're logged off (unless you're a criminal). I'm not sure if it was clear enough, but characters could be KO'd (without being wounded, more like a new KO mechanic) to be looted, but not killed. But then again, you had to be online during the siege for that to happen and there are tons of ways this can be avoided - you can move yourself and hide in a safe spot - a hidden cellar, the mine hole, etc... Which actually gives some tension to the moment rather than "Oh, we're being raided, let me logout"
NOOBY93 wrote:Thirdly, this would make raiding way too risky with almost 0 gain, as it would be much more profitable to stay in your walls and better your economy, than siege someone with great effort and materials, only to steal a couple of inventories full of edels and not even be allowed to destroy their economy/industry?? What?
Right now raiding is hardly profitable, it's usually more profitable to "raid" abandoned settlements than active ones because of all the problems listed in the OP: Alt vaulting, etc...
In theory - if the system works right and some of these techniques are mitigated - a raid would become profitable.
And yes, the idea is exactly to prevent the destruction of their economy/industry. Because right now this is the rule; this is what always happens. And when it happens people leave the game and whine in the forums for a world reset.
The idea is to prevent that and change wars in a way that they feel more like a tug of war. Also, when raiding smaller villages/noobs/hermits and destroying everything, these are more players guaranteed to leave the game for a time or until a reset, it's not encouraging, which brings to more people bored since the population falls down and whining in the forums for resets. The idea is to encourage people to stay in the game, not leave it.
Now, now. Completely destroying someone's economy/industry like you say is important too - of course it is. Sometimes you need to vanquish an advanced outpost or a secondary base - maybe even take it for yourself if it protects important resources or nodes. Sometimes a war has been long enough and it should end once and for all. So yes, it is important. But had you read the thread correctly, you would've noticed that I clearly state that
this is still possible. I never said it's not possible anymore - I'm not suggesting to remove this from the game but rather ADD a new, easier, faster and potentially profitable option - called Raiding - that can be used for cases that are not so extreme. Why completely vanquish that poor hermit over there? Just knock his wall, take some shit and leave. He'll easily recover and you'll profit. I'm giving options.
NOOBY93 wrote:Fourth, alts could be used to circumvent the weariness, and only a certain number of people being allowed to enter is fucking stupid and completely breaks immersion, that's not how sieges work. More people should be more power.
True, I've explained how alts could not be so effective (because of skills/stats) but someone super patient could have TONS of alts to steal item per item if need be.
But then again we come to the same issue as the first topic: this is another discussion of an issue that permeates the whole game (alt/account) and not a problem with the suggested system itself. If you take alts into consideration, everything in the game is broken

As for the second part, "more people should be more power", I agree. But then again I never said only a certain number of people are allowed to go in, that was something someone else commented after the OP.
I said the opposite, I said that the more people you bring, the more profitable raiding could be.
And just as a joke and observation, "that's not how sieges work" isn't exactly an argument though, because if sieges worked like sieges actually work, they'd be veeeeeery boring. Get ready to watch your siege equipment 24/7 for months

(and probably lose your character to some dirty disease)
Anyway...
Like I said, the idea isn't perfect and that's why we are here, to discuss

So thank you very much for bringing these points into light.