by Justforthis » Tue Apr 11, 2023 12:26 pm
Pvp isn't limited to siegeing. While I agree that I want the game to feel more dangerous at times, and I'm a hermit with nothing to gain, people ITT really don't think longer than their noses.
It's a balancing act. If you make siegeing like in legacy, while it enables more pvp it also enables griefing. No one, not you either you lying fucks, likes getting camped and killed with nothing to do about it by a demigod who started 3 seconds after world start, and has been built by bots and their whole village.
More reasonable suggestions which still increases pvp/dangers while not catering the game to mongrel bulldogs who will grief without gain:
Make pvp outside the walls a little more rewarding and easier to strive thowards.
Downing or killing a player could reward instant lp or something on top of their loot.
Slave keys could work on gates both ways but just not being able to be copied coupled with being killed doesn't allow you to log in for 10, 30, 60 minutes giving a window of time to raid a base before locks can be changed. Then when inherriting could force disallowed players out of the claim and not even allow criminal acts for a grace period.
There could be a method for tracking/locating players who are online and who have combat stats within a certain range of your stats, like rustroot but for evil.
Siegeing could be made viable at certain points and with enough people. If siege takes a day but required 12-15 active people could balance it between being fuck-all-easy and requiring a NEET life.
You don't love something despite its flaws, you love it because of its flaws. Something that isn't flawed isn't meant to be loved.
Perfect things allow only for indulgence, never love.