Headchef wrote:barely readable autistic REEEEing
yeah, not even going to attempt to get through this wall of ESL tripe
Rexz wrote:I agree with both of the points made from you and the other person btw minus the disrespect.
My problem with the current system as it is right now is that to try and compete for a walled off resource would mean that you would guarantee to reak criminal scents everywhere, and that mean putting yourself at a high risk for an aggressive player to track you down to your base and fuck you up.
Being able to claim AND wall off natural resources AND/OR camping them means 99% of the playerbase who can do it will do it, which while itself is a competitive play, it is very passive and non-competitive in a way... it's just basically the ability to monopolize resources by being a greed-lord.
I think this is sort of the key here, but I think that even a meteor-type event is pretty onpar with sieging as far as leaving scents and putting yourself in danger.
I agree with the idea of having these sort of resources move on a weekly or biweekly basis type thing, it would be kinda fun and not as autistic as a meteor event, since it will be random and not announced, and coming across one might be more up to chance.
I think walling and claiming is just about as monopolizing as the autism needed to attend every meteor, especially if you generally have your character improved with each success.
The thing that would make walling and claiming more fair in my opinion is if we just went back to a more legacy type of siege, where you can pop in to claim with much less work and time investment. When nodes were meaningful they were turned in to villages and sieged all the time, and were always at risk if they were not being checked daily.