Apocoreo wrote:Vigilance wrote:As it stands the literal only reason to run out and fight is to gamble loot against other players' skills.
I sort of like that and would like to see some changes to siege to compliment it. Less ganking and more seiging, with people actually being forced outside their walls to defend their land. I can see why it's kind of shit that ganking yields little rewards now, but it feels like only PVPers really give a shit, people playing defensively will view this as positive.
if you like that, then this looting change is the opposite of something you should like, and no change to sieging at all short of scrapping the whole thing and trying to re-evaluate defender advantage will make it meaningful to try to break all but the top 3% of sieges per world with actual players instead of towers and catas.
Apocoreo wrote:I can see how this is rather a bandage and the real problem is the divide between hermits and the big factions. Kind of a symptom of this being an rpg is that people get those great stats and everyone else becomes scared to fight in any way. If there were no stat losses from death I'd probably throw on shit equipment and go to meteors and shit, even if I lose maybe me and my squad can catch a better player alone or something.
i don't really see how this is a take-away from this change at large for anything other than supporting the idea that making pvp any less rewarding than it already is is goofy as hell. i could write for hours why there needs to be smaller-stakes pvp objectives than
GRAND METEOR (nice ql btw)
Apocoreo wrote:As it stands I support the change because it supports my playstyle and I treat "real" PVPers as extra-strong bears that might try to siege me. If I'm PVPing my group is punching down and the goal is to win a siege and smash their base, usually to drive them away or make them quit, not steal whatever they have on their character.
i personally have no dog in the fight other than my firm belief that risk-reward should at least have a semi reasonable balance. as for everything beyond the first few words: yes this is the only current use-case for siege, you dont siege for loot, you dont siege for any tangible shit, you siege to evict people from existing on that turf or for dick-waving. intelligent people hide or move virtually anything of import before their walls are even close to falling down
jordancoles wrote:Salem had this and in practice it was horrible. It forced players into combat and the larger/higher statted side won 100% of the time. It meant that no one on the server was safe and a small group of players could basically run everything and bully the entire community into the dirt (see MM Tribe).
no dude its so fun to see people whining about top x percentile of players power-bullying them in Seatribe games.
LunarArchon wrote:Why is looting so important if the meta is to not leave the base with anything of value? What would anyone stand to gain from looting if that rule was perfectly followed?
because if someone leaves the walls with full ass kit, thingwalls their ass to a fight, they should be able to loot the hussars, gloves, steelplate, AND a couple curios, instead of needing to beeline for cool shit only.
LunarArchon wrote:Also love seeing power players and old gods with large groups decrying the devs for being out of touch from the game while conveniently ignoring or shitting on any playstyle other than their own.
Another suggestion to make it more palatable for them...
people like you are literally the sole reason this game gets trashcan patches confirmed/fueled by community input, so its pretty reasonable oldies will be trying to beat you with the "You're Wrong" bat over and over.