Vigilance wrote:scenario:
my neighbor lives twenty minimap grids south of me.
we both mine down to l6.
i prospect schrifterz on l7, thick ass node i hope!
i minehole down to it a week later, i realize it is gone, and there is a tunnel leading directly south to my neighbor's village.
option A: he has it secured in his wall, on the surface. my beloved gold! it is time to siege him. this is one reason siege exists.
option B: he has it sitting in ore stockpiles on a claim. my gold is within reach! time to just wheelbarrow it off.
shubla wrote:What will you do when somebody picks blueberries that you were going to take? We need a way to resolve conflicts.
SnuggleSnail wrote:Hard to know for sure since I didn't read it, but I bet you could've summarized this drivel in 2 short paragraphs or less.
VDZ wrote:Vigilance wrote:scenario:
my neighbor lives twenty minimap grids south of me.
we both mine down to l6.
i prospect schrifterz on l7, thick ass node i hope!
i minehole down to it a week later, i realize it is gone, and there is a tunnel leading directly south to my neighbor's village.
option A: he has it secured in his wall, on the surface. my beloved gold! it is time to siege him. this is one reason siege exists.
option B: he has it sitting in ore stockpiles on a claim. my gold is within reach! time to just wheelbarrow it off.
I can understand the theoretical situation, but in practice how often does this happen without the stuff just getting alt-vaulted or moved to another base? Option A provides ample time to secure your valuables, whereas option B seems highly unlikely to me for something as valuable as gold (unless it's sufficiently late in the world that people don't really care about it anymore).
DDDsDD999 wrote:Imagine tracking down someone that destroyed your friend's entire base, and you dunk him. The result would be you couldn't take the weapons/gear he used. His only punishment would be having to heal his wounds for a day. Only losing gear is already such a minor inconvenience, it doesn't need to be made any easier.
DDDsDD999 wrote:Natural resources used to be a way more common source of conflict (before everything could be spiraled). Imagine catching someone emptying your clay spot, and he doesn't even lose the clay. Just another day of wounds. He's definitely the one that won in that scenario.
Sevenless wrote:A good example would be leather early game. Or rowboats. Claims will exist, not necessarily walls.
Sevenless wrote:By making magical denial tools, some really edge case griefing starts to become the norm since there's no ingame mechanic to deal with it.
Sevenless wrote:Denial "theft" that is meta is a bigger concern. The meta to ruin players if you're going to steal/attack them at all comes in part from "revenge". Discouraging revenge by destroying/looting them so thoroughly they quit or at least leave the region makes a lot of sense mechanically. Takes relatively little effort from the attacker, but helps ensure they have less problems in the area after their crime.
Massa wrote:What is the gameplay purpose, or necessity, of meteors?
Hear me out while I write a second bible over an obtuse question. Listen, what do meteors add to the game? Meteorings, layers (once upon a time), some gildings? Forced content to masquerade the fact that the ONLY purpose of meteors is to start conflict, not resolve it! Since conflict is started and not resolved, this means it is automatically bad, because conflict is not good! I farm my field with a catapult and my trellises with a battering ram. That's what they're for right?
VDZ wrote:please help jorb protect me from life aaaah
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