jorb wrote:warrri wrote:But as Avu said, the problem is fundamental here. Once the wall falls it is game over. There is no coming back when your 10th generation livestock, raised for weeks/months, is killed. When your spiraled tools are destroyed. When your character dies.Haba wrote:What kind of a person will kill another player, knowing fully that they will lose their entire progress and most probably quit the game altogether? Is this your core audience you want to attract?
So remove permanent death entirely?
I think it is a problem that you cannot establish law and order presently. If you wish to avoid punishment for a crime you can just vault it up and hide in perfect safety. Is this desirable?
The punishment right now is that the char is either useless in that time or you take the risk and go out with scents active at which point siege is irrelevant. You need to force out the character during his scented time rather than trying to break into vaults (or towns). No one is gonna bother sieging you if they find you raided a hermit camp and the hermits certainly wont bother doing something about you because they will be dead most likely and quit the game.
Forcing the char out by making towns extremely vulnerable and open to griefing is not the right way. The problem is, anything i think about can be exploited by alts and bots.
Regardless, the siege system shouldnt be taken as standalone but rather in conjunction with the kingdom system. New type of walls (walkable) and watch towers and all that shit.