On my birthday
sorry for this....
On my birthday
Patchouli_Knowledge wrote:Except that people don't use total destruction just for enemies or people they want to remove from the playing field; it is virtually the default policy on dealing with their victims in Haven. They use it on virtually anyone and losing SHP penalty is easily countered by nomming something. Heck Jordan destroyed someone's entire, brick stockpile included, just to report an exploit. There is no incentive to spare people and the deterrents to this result is questionable at best. When many see end game as number pushing and PvP, then you know the end game players demographics.
loftar wrote:You do appear to need a good trolling.
barra wrote:Patchouli_Knowledge wrote:Except that people don't use total destruction just for enemies or people they want to remove from the playing field; it is virtually the default policy on dealing with their victims in Haven. They use it on virtually anyone and losing SHP penalty is easily countered by nomming something. Heck Jordan destroyed someone's entire, brick stockpile included, just to report an exploit. There is no incentive to spare people and the deterrents to this result is questionable at best. When many see end game as number pushing and PvP, then you know the end game players demographics.
I think it's a case that victims who quit won't seek revenge. If you don't defeat them completely it might turn into a war with crossroad camping and other nasty stuff. So raiders are thorough. Even if it means jorbtar loses subs.
Xcom wrote:Most good things last only a short time
venatorvenator wrote:barra wrote:Patchouli_Knowledge wrote:Except that people don't use total destruction just for enemies or people they want to remove from the playing field; it is virtually the default policy on dealing with their victims in Haven. They use it on virtually anyone and losing SHP penalty is easily countered by nomming something. Heck Jordan destroyed someone's entire, brick stockpile included, just to report an exploit. There is no incentive to spare people and the deterrents to this result is questionable at best. When many see end game as number pushing and PvP, then you know the end game players demographics.
I think it's a case that victims who quit won't seek revenge. If you don't defeat them completely it might turn into a war with crossroad camping and other nasty stuff. So raiders are thorough. Even if it means jorbtar loses subs.
What could those guys do though? There are three or four groups with stats and numbers so high that there's nothing an average village can do against them, much less a palisade hermit. Suppose the victims are left alive. Does anyone really think the revenge of a 50 ua char carrying a Fyrdsman's sword will ever be a problem?
ChildhoodObossite wrote:I actually lowkey admire Frosty, sometimes he can be a really cool guy
barra wrote:I think it's a case that victims who quit won't seek revenge. If you don't defeat them completely it might turn into a war with crossroad camping and other nasty stuff. So raiders are thorough. Even if it means jorbtar loses subs.
spawningmink wrote:with this worlds combat a char with 1 ua, rage, bear cape can kill someone with 300 ua....stats dont really matter
Patchouli_Knowledge wrote:spawningmink wrote:
with this worlds combat a char with 1 ua, rage, bear cape can kill someone with 300 ua....stats dont really matter
There is also a large difference in combat experience and number. The newbie tends to shy away from combat for fear of losing theory character compared to the hardened raiders while also being generally outnumbered by the raiders many times over.
Xcom wrote:Most good things last only a short time
Tonkyhonk wrote:im sorry about your loss on your special day, and gratz on your op nicely done.
that said, i would love to hear the victimizer side story too (apart from goo claiming to represent it or whatever), if they are willing to share it. i dont find a total destruction itself as griefing when there is a certain reason and some interactions. sometimes you dont want some (or particular) players to exist at a certain location and i honestly believe that the game should offer you a way to clear your enemy so they may move out to somewhere else or stop feeding a bigger enemy group, which is a completely different thing to me from destroying everything or partly "for fun".
venatorvenator wrote:I recall Nao said once that real raiding is about stalking someone and just stealing their production occasionally, not indiscriminate murder and destruction. It's best for everyone if crafters are left alive and people's industries are left intact so that they keep making stuff you raiders can steal, or until they're developed enough for the loot to be good.
Zeler wrote:He could do the same with bare hands, so who cares?
FerrousToast wrote:venatorvenator wrote:I recall Nao said once that real raiding is about stalking someone and just stealing their production occasionally, not indiscriminate murder and destruction. It's best for everyone if crafters are left alive and people's industries are left intact so that they keep making stuff you raiders can steal, or until they're developed enough for the loot to be good.
I recall this as well, was a good post, and very very good point. Do you want people to fuck with and raid over and over again, or do you want people to quit the game? cause this is how you get people to quit the game.
FerrousToast wrote:I know I can only represent our side of the story, but just for the sake of fleshing things out, my assumption on why they griefed us to shit is because spending all that time breaking into the houses for fuckall made them mad.
rye130 wrote:When you spend an hour traveling to place, half an hour breaking in, and find nothing of value inside, you rationalize that spending an extra half and hour smashing stuff for fun isn't such a bad idea. The time investment involved in most raids is pretty steep so spending a little extra time for some mindless, barbaric fun becomes a good idea.
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