Robben_DuMarsch wrote:I think it's extremely ironic that the most sprucecap friendly players were in favor of keeping it out. There's no secret why. It would have been more dangerous for *everyone* not just Spruces. This would have invited more possible pvp among those leaving scents in the early days by allowing them to visit retribution upon one another:
It's hilarious to me that the one thing that would have invited *more conflict* among PvP players in the world was largely rejected by the PVP players, and largely supported by the hermit friendly players, because it would have made traditional PVP groups bear some risk.
What retribution? A sprucecap/small group is not getting vandalism before i get a palisade (especially not after the cost changes lol, great change for the newbies kek), a literal fence prevents any concept of possible retribution for them. Living in a cave is a defense for faction vs faction where both sides can be expected to have vandalism in the first few days and fence literally does nothing in that case while a cave usually gives you AT LEAST 20-30 minutes of time to group up (saves lp for claim too but that's more of a side thing), it doesn't affect faction vs shitters. Arguably, this world we had an unclaimed cave nearby with a literal natural support to mine into our starting cave, it was easier for most hermits to actually mine to us than get vandalism. (And we left plenty of scents)
If a fence was a real defense against another real group i would prefer to live in a fenced base over a cave (obviously you still want a cave for mine pyre but w/e). I wouldn't complain if they made it so the whole leather process is slightly faster and you can get the palisade setup quickly enough before fence stops being useful, but that's just not the case (and considering how easy it is to farm early lp through amazing mechanic of questing you can get vandalism in the first 24h without that much trouble IMO, but more realistically if you also do other things than quest it'll take you like 2-3 days).
Edit: To add to it, the thing that mainly keeps factions in a cave relatively safe is a mutually assured destruction, you know if you cave raid a faction they will spend the next 24h trying to fuck you back, are you going to stay up for 24h? It's not like it's difficult to cave raid. But at the same time a hermit won't even think about doing that or even tracking you, that's not cave bases fault, it's ingrained in a hermit psyche that they can't do anything against the big boys because of all the "broken mechanics and bug abuse" cacophony so they never even try.