Potjeh wrote:Once again, siege and theft are completely different things and shouldn't be conflated under the same mechanics. Siege must have ample warning period to work, otherwise everyone just gets erased while they're sleeping or working. Theft must have no warning whatsoever, otherwise the target will always find a way to deny the loot. Piling up mechanics for preventing loot denial just makes the game more prone to exploiting because the mechanics get more gamey and convoluted, and ultimately it's always doomed to fail to prevent loot denial.
I agree with you but not completely.
Siege is a mechanics to break through walls (
all walls)
Pillage (you call it Anti-theft) mechanics it is what scent-shp-punishment / anti-slaughter / nidbanes trying to achive
Currently J&L tries to solve "How to prevent scorched earth after the siege" with "Prevent siege" instead of "Buff anti-pillage mechanic". That's why this looks like shit every time
jorb wrote:APXEOLOG wrote:Thx for removing the siege from the game again. Carrot lobby too strong
100% of the feedback we are attempting to act upon is from people who, I imagine, cannot be accused of belonging to any sort of "carrot lobby", and a lot of it has for that matter been reported by "both sides"
Our work is to report. But you create the fixes. And i would like to see that you keep balance between attacker and defenders. I like other changes even if they punish me as attacker, but this one is just OP
In this game siege is not worth efforts, because instead of spending 20+ hours (in the best case) sieging the target to loot those small pieces they don't move out i can just make same amount of loot with even bigger quality in 2-3 hours.With this new rule you can spend 20, 40, 60, ... hours to break into a village's plots or even into a single one. Compare efforts?