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.
If you want equivalent revenge, destroying his base is still an option.
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.
This is a valid point, but I think the existing theft system is very limited in solving this problem. In the legacy example, you would still have been able to grab the chests of clay from his boat (unclaimed) and you would only be denied the clay in his inventory. In practice, though, most likely most of the 'stolen' clay had already been stashed away in a base that's too much of a hassle to siege over clay. Most such denied resources cannot be reclaimed without escalating the matter further, which does not require theft and which is sufficiently punishing that the player certainly hasn't 'won' even without theft.
Sevenless wrote:A good example would be leather early game. Or rowboats. Claims will exist, not necessarily walls.
Do rowboats ever get stolen off claims? I guess leather is a valid example of something that does get stolen...but that gets stolen primarily because in the early game people
cannot have walls yet (because you need leather for that...) and due to Rage being expensive people often cannot apply the existing conflict resolution mechanics. (Note that this, again, is typically a case of a more advanced player (the Theft skill isn't cheap) preying on weaker players.)
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.
This is the point that confuses me and why I made this thread. Vandalism helps against construction-based griefing. Aggression helps against character-based griefing. But what kind of griefing does theft prevent?
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.
It makes the impact of aggression more severe, yes, and that has a function because aggression has a function. But is theft required for that? As you point out, simply
destroying the items would have the same effect. If, for example, getting KOed has a chance of damaging, degrading or destroying equipment, would that not fill the same role without incentivizing aggression outside of pre-existing conflict for personal gain?
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?
The idea behind meteors is to encourage conflict between dedicated PvPers, as without meteors the game lacks incentive for them to fight each other and as such they turn to killing sprucecaps instead (without such incentives they avoid players on their own level; where is meteorites, where is siedge?). Moreover, they're opt-in PvP events where the only resources you risk losing are the ones you bring into the battle. This is in contrast with typical mugging and theft, which players cannot even opt-out of if they want to, and which primarily involves more advanced players harming weaker players.