MightySheep wrote:will somebody please think of the hermits
Let's take a walk down memory lane.
Remember when there was a brief period where placing a cave claim at the front of an entrance of a cave was disabled, which would have meant at least some modicum of risk for competitive/faction players in the very first days of the world, when frankly that risk is simply losing a day or two of progress?
Snail+Shaki were both in favor of reverting.Meanwhile tons of people were spamming the devs claiming the game would be "unplayable" if this risk was born by everyone:
viewtopic.php?p=944458#p944458I 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:
viewtopic.php?p=944427#p944427viewtopic.php?p=944300#p944300viewtopic.php?p=944472#p944472It'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.
The parallel in argument with siege (and pvp generally) is very similar.
There has been an extremely successful group of people who have lobbied Jorb and Loftar over the years to make PVP bear virtually no risk on experienced PVPers, and virtually all the risk/loss/griefing is visited on spruces and casuals. Siege follows this exact formula, as it is with the vast majority of PVP. Worse, it is not even clear of Jorb and Loftar understand the true balance of this situation. When they make meaningful changes it's usually because of things like "it looks ugly" (the reason they originally removed cave claims), and "it makes sense that catapults could destroy walls" (which gave us the broken siege system in W15/early W16).
I think of any on *the other side,* you may be the one most inclined to agree with me that there needs to be more risk for established PvPers and more mechanisms causing them to fight one another. If you aren't, perhaps I've misjudged you.
But my qualm with siege isn't that "pvp bad, think of the hermits." My qualm with siege is that it does nothing to endanger factional groups and places all of the burden on spruces/newbs/larpers/hermits/casuals/people who want to log in less than every 28 hours who currently exist purely to be the "gooner-outlet" for a small subset of this community. I hope I used that phrase right.
Let me be extremely clear:
I would be perfectly happy with a situation where the farmville players and casuals can play on the long world where siege is as difficult as W14, but siege on the shorter parallel world resembles Rust where PVP factions can, and do, siege each other with extreme regularity. The only change I would make is, unlike Rust where you can be sieged any time in a 24 hour period (which is fine with the weekly/bi-weekly wipes you usually see in Rust), I'd suggest allowing the defender to pick a 4 hour vulnerability window which anyone can view by using inspect on a claim tile.