Oddity wrote:loftar wrote:Oddity wrote:Pre-patch:
- Catch a guy while he's outside, and he's dumb enough to keep a master key on him
- Fool leaves their gate open when they go out, or perhaps they die with their gate open somehow
Not that I disagree that these are "legit", but surely you don't consider these cases the apex of gameplay?
No, but it was all we had. Now there is no raiding in your "PvP anywhere" game.
People spend hours plunking down claims and walls, and this could be undone through stuff like forgetting to manually perform what should arguably have been an automated task, not understanding the intricacies of the key system, &c&c. No bueno. You're losing too much for the wrong reasons, and the aggressor has a far too efficient attack vector. Worse, it makes it so you can't receive visitors or trade where you live, and it also plays a big part in making shell defense far too important.
I mean, yes, camping a ram for 24hrs is a fair amount of work, but, man, so is building and losing a base to nonsense. That last part costs more than 24hrs of work for those affected.
This arguably makes the deficiencies of the siege system stand out more glaringly, but, again, that is what should be fixed, and that is where the problem should be addressed. This change is not the problem.
I also think that this...
Avu wrote:As for raiding being impossible it kinda was but moles were an incredible even catastrophic security risk. Previous worlds had crossroads to do basically what we do now; bypass walls. We're back to that system but with more flexibility and less ugly.
Is a very good point. In previous worlds people have, quite simply, not used gates, precisely because they have been too great security risks. Relative the Legacy implementation I feel strongly that we haven't made anything but positive difference. Raiding is as possible or impossible as it always was, but you can visit people and allow people to visit.