jorb wrote:I don't think anyone who is red-handed will ever be chased over brook and field. The normal case is rather smash something while the offended is offline, and retire behind the safety of multiple wall layers.
The Red-Handed debuff places a cost on opportunistic raiding of bashable walls, and I like it for that, but I am not convinced it accomplishes much more. That cost is not an order of magnitude different from the cost of having to walk to the nearest TW to get home.
I can agree with that for crimes that are committed locally, but that isn't really usually the case. You have situations where people are travelling across continents entirely to kill new players/harrass others, often committing hours on a journey; this is why they tend to bring alts with them to teleport snekkjas back home as well (on top of just, well, bypassing the entire dock TW cost by having a dedicated alt to it). When you're so far out from home that travelling back will take longer than just waiting out the time (not to mention less effort), lots of people just sit by until the timer runs out; providing ample room for someone to track them down. Sure, these people might just make more and more vaults around the map- but at least thats more effort they need to make to secure their crimes. This also just makes it more appealing to make vaults near thingwalls so you can teleport to them and find a safe haven relatively quickly.
I also, overall, don't understand why we are making it more convenient for people to commit crimes in general when it's already clearly a decent source of people quitting the game rapidly. Perhaps restricting it so that being red-handed doesn't prevent you from travelling across A. Thingwalls owned by your realm or B. Thingwalls currently challenged by your realm.
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