SnuggleSnail wrote:Because my crafter is my fighter, and my pepper farm/cheesery/meatpie factory/quality grinding areas are pretty dispersed in the world (charter stones), I play like this is already the reality a lot of the time. it's pretty abusable. You can reasonably claim large swathes of land, basically everywhere you really need to go (expand claim out from quest/safe palis a few hundred tiles, claim decent sized chunks of rivers, with claim shields gone one could easily Vclaim entire mountains/cave networks), and use vandal perms to attack without scents. I've claims dotted around EVERYWHERE for this reason.
Sounds to me, that the problem here is the the ability to have multiple personal claims. Period. It is "pretty abusable" yeah, it is what makes safe forts such a problem. One character should only be able to have one
personal claim regardless of whatever changes they make to Rage or death. And its size should be made reasonable too. If you think about it any pclaim larger than 1 minimap(100x100) is probably there to harass people and not for the legit reason of protecting someone's(1 person) home.
SnuggleSnail wrote:If aggro is disallowed unless you've rage on your claims, I think it doesn't need to be explained why this would cause far more problems than it solves.
I think it would only cause one potential problem, which is someone blocking your gates with alts. Not really a very cost efficient way to harass, all things considered. But let people aggro on their personal claims as long as it's just 1 claim - not a big deal. Moreover aggroing alts could be allowed for non-Rage chars too. Nonsense, moving on.
SnuggleSnail wrote:It wouldn't really protect nabs that chose not to get rage, because in like 2 months most of the hardcore nerds are going to have rage alts that they could reasonably kill peasants on.
SnuggleSnail wrote:Nothing in this scenario precludes a character from dying. I'd say my kill ratio when attacking the kind of people who wouldn't purchase rage is about 80% kill / 20% KO.
You say this, but you also say that:
SnuggleSnail wrote:If cleave could only do 40% HHP damage, like with hirdsmans, it would be literally impossible to kill somebody from full HHP
So here's your answer. Make cleave only do 40% HHP damage and anybody without rage but with 100% hhp would never die but get KO'ed instead. Maybe it needs to be lower than 40% I'm not sure, but that's not the point. There are other ways in which KO mechanics can be altered to insure that anyways.
SnuggleSnail wrote:I think the better alternative is to add a skill that increases grievous damage done/taken, and reduce the baseline grievous damage taken by all characters. If cleave could only do 40% HHP damage, like with hirdsmans, it would be literally impossible to kill somebody from full HHP. This could be the baseline. With one character having the aforementioned skill, both could take 50-60% HHP damage from attacks, making kills somewhat reasonable if the victim doesn't know what they're doing, but fairly rare in actual fights(literally same numbers as now, but with punches doing a higher grievous%). If both characters have rage, then each could do somewhere between 70-90% HHP damage, making kills somewhere between very likely to basically guaranteed. Something similar to this: viewtopic.php?f=48&t=61774
The thing about this suggestion that doesn't sit well with me is that it'll create two classes of fighters: the ones creating openings and the ones making the damage. I don't like that one of the two will risk death while the other will not. And players with the strongest chars, the characters that you would actually want to see dying in combat, will avoid purchasing the skill leaving it to fighters with average or below average stats. And let's all realize that permadeath is not that permanent you only lose one half of your LP/FEP. When a titan dies it's a tragedy, it's a lot of LP/FEP lost and the whole group will suffer as the result, but when an average fighter dies it's whatever, will bounce back in 2 weeks no problem.
IMO the main reason permadeath should be brought back is to counter unlimited stat growth. With permadeath working for everyone not just the weakest(as it is now, can go into detail on that) the power that comes with rolling on a titan will come with the risk of losing all that work if it dies.
SnuggleSnail wrote:There are ways to abuse the system and for them to be functionally un-killable, but I'd call those exploits on the same level as shield extension/questing... Very few people use them.
Yeah not many people use them but most of them are high profile PvP players, and thats the problem. Carrying around rootfill and so on. (Other tricks to avoid death I don't wanna disclose). And it will only get worse if your suggestion is implemented. That being said, if I was to choose between that and no changes, it's better than nothing I guess.