Granger wrote:Aceb wrote:It is impossible to balance in real-time based game unless You make a lot of artificial mechanics that makes it totally not worth it.
-1, since it's like with archery. You will either make such thief too OP or too useless.
Along that logic they should remove all combat moves and make it a simple (total LP*total FEP) comparison between the opponents...
By that logic You shouldn't be back mod again. Over stretching my simple answer and opinion.
It's just plain bad and if You force me to explain myself, then let's do it greenman.
The biggest problem with Sieges is that they either result in the total destruction of somebodies game, or they fail to break through the walls. Because there are a few different reasons a person might want to get inside somebodies wall, I suggest splitting the needs into two different types of attack.
I'm always troubled by the "binary" outcome that a lot of You speak of while the rest is knocking their forehead with a middle finger.
Aurora siege was a case where it might been not binary, as from AFAIK, if Dani would give away crown, the city would be spared.
Some sieges I did to annoying people and deserved it
they were powerless to stop me, since bigger hermit vs smaller bad person hermit, was often not being binary -> destruction or failure. Often it was between, either my goal of making the other person go away, but WITHOUT LOSING THEIR ENTIRE GAME or taking whatever I wanted from them that I needed. It's up to player(s) if they want to demolish everything, take what they want or whatever makes them feel good about themself. Total destruction is rather by product of spending so much time, that one often consider it a waste, but then again, You have people that don't care as long as their goal is fullfilled. Now, let's move on into further OP post.
Burglary Purposes
Killing AFK Red Handed People
Stealing stuff
Quick and low Impact surprise attacks
A player can become a Thief with the proper skills by right clicking their hearth fire. Thieves can pick gate locks, but can't carry much. They have reduced attack and move slower when on an enemies claim and can't fast travel at all. They must return to their hearth fire to stop being a theif. Thieves look visually distinct.
So, more holes to kill Trollex offline? Literally, You might drop like 16 claims around someone's base, in hope they won't notice
(and the chance for noticing drops as less player lives in particular base), then building up a small pali or don't even moving thief alt HF, just making it looks like random HF with rando claim. What of it that thief attack and move slower, looks different, if from OFFLINE PERSPECTIVE, IT DOESN'T MATTER. The distance to carry stuff from someone's base back and forth to HF will be very minimum, so distance becomes much irrevelant again.
So, You basically can make a throwaway alt thief, that can fuck up someone badly, what of it that You won't bash the kiln, if You can steal the anvil, precious higher quality stuff for no cost? Again, the example I often bring up. I'm buying very good anvil. Few hours later I'm going to sleep. The merchant turns into thief, comes into my base and steal the anvil back, thus I'm double fucked since not only payed for this, I already lost it since it takes +1 hour or a bit more to steal from me, unless I literally go full retard and build up 30 walls, place up several mineholes You have to jump back and forth with another set of 30 gates?