jorb wrote:The argument for the Thingwall change was to make it easier to participate in PvP related events, including fighting over Thingwalls. Yes, it makes tracking harder, presumably, but you can track to Hearth. Given that charter stones allowed travel while red-handed, IIRC, it seemed an established precedent. Open to having my mind changed.
Even if you can track to hearth, sieging isn't really that simple or easy to do; once someone arrives home, they're basically not going to be able to be killed unless you seriously overpower them- the fair chance to fight them is trying to get someone while they're out of their base, while they're still running off trying to get back home.
Yeah, sure, this might just serve as an inconvenience to people who already couldn't be overpowered i.e massive factions who have to wait an hour at a thingwall and clearly can't easily be contested, but it also provides a massive safety net for smaller criminals- to the point where i don't see what the point in having red-handed is anymore if they can just run to the nearest thingwall and route their way home.
the proliferation of automation is the rot of this game, with the next worst thing being the filth that plays it (you, probably.)
W7 - Hermit
W8 - Co-LS of R'lyeh, Owner of the Hermitarium Knowledge Group
W9 - LS of Niflheim
W11 - Hermitage (named Niflheim)
W12 - Hermit -> some rando ass village i forgot the name of that i joined
W10,13-15 - N/A