#1 Transport1. Remove teleportation completely. Hirdporting, travel to hearth, travel to village, crossroads. ALL OF IT.
2. Add horses, wagons and river barges so that people can carry reasonable amounts of goods at a time (one of the problems with hunger right now is that even a whole cupboard of food isn't enough to last a single person very long, so you need to haul metric fuck tonnes of shit everywhere).
3. Fix key rings.
4. Allow us to build carts in caves, you god-damned anti-cave mining fags.

Problem solved.
Helms Deeps will now need Gates to get in and out. 20 layers of walls will need 20 gates (and 20 keys stored safely on a keyring or in an abstracted list as per whomever's suggestion). Thus being both aesthetically pleasing and functional. Villagers will be able to get in and out of gates without having to use teleporting because someone else dropped the key or has the key and logged off or you lost your own key or whatever.
Trade will become large quantities of goods back and forth along rivers between major towns. Some people could setup and become traders who only travel back and forth selling goods. Horses will allow lone riders to travel large distances to get goods they need and travel back quickly.
Travel should take time. The only people that upsets are people who zap back and forth everywhere hauling tonnes of shit. Again, that's because you NEED to haul tonnes of shit to actually do anything and hauling tonnes of shit can't be done in a single trip right now. Allow us to haul tonnes of shit in a single trip (wagons and barges) and weyhey, an hour spent travelling as you haul 2,000 pieces of clay back to village in the one trip is suddenly worthwhile.
#2 WallsPeople who wall in should be protected. That's the whole point of walling in.
Finding a murder / theft / whatever scent, summoning with it and killing that person should not leave your own summonable scent. You're "delivering justice" so you should be reasonably safe from retaliation... Assuming the whole point of the scent system is to discourage "griefers" et al.
Battering rams shouldn't be damaged while moving too much, they should be damaged mostly from attacks against the wall they're trying to destroy. That way, the attack itself will take time. Players will build a ram nearby, giving the village time to locate it if they maintain a watch (A Watchtower or similar object with a bell that goes off every time someone not of that village is within X distance would be cool).
Moving the ram shouldn't be every three steps it breaks but every couple of hundred tiles. So it still has to be built fairly close to the town that's being attacked but not stupidly close.
When the ram attacks, damage is done to the ram. After a certain point, it needs repairing. People behind the wall can also attack the ram with their archery and damage it, again leading to repairs. Those repairs should only take half an hour to an hour (real time) to dry. During this time, obviously defenders can repair their wall or try and attack / defend with archery... or destroy the ram and thus fend off the attack.
If people without anything in inventory could climb walls, attackers would I think have the advantage again as they'd scare off the villagers easily enough (attackers have a tendency to have decent combat skills while defenders have a tendency to rather suck at combat).
The issues are:
1. A good village should maintain a watch so they can spot attackers preparing. This will give the village a few days to prepare their own counter-attack / get help.
2. The attack itself needs to take time (1 real time hour I think is quite reasonable to break through an undefended wall). As it's too easy to wait until everyone is offline and attack.
3. If defenders are online at the time, the battle should be epic.
Last edited by Lothaudus on Sun Mar 14, 2010 3:02 am, edited 1 time in total.