Rift wrote:You sound quite bitter.
Listening to people I enjoy playing with telling me they intend to quit does that to me.
Rift wrote:Regardless of the fact people can commit crimes, and only lose say... a days worth of effort getting their character to be able to commit those crimes, lothar and jorb have stated that they do intend to make it harder to commit crimes. While it may be something of a roller-coaster with it getting harder and easier rapidly to commit crimes, i have no doubt that it will work out in the end.
To me, i envision a chaotic/lawless world with towns that are haven's from the wilderness and thieves... that's more or less how i envision haven and hearth's future when i hear the name.
I think we had a decent balance before the latest update... because I could keep my tools. Sure, I can rebuild my tools from scratch, starting with a rock and a branch - but that's
NOT fun. It's even less fun if they get looted/destroyed again before I finish the rebuild. Before the get-behind-objects update, keeping tools was very difficult- a cabin fits 8 large objects, and things outside could easily be made inaccessible by malicious wanderers. But between the behind-objects update and the recent no-vaults update, I was able to build more than just learning points.
Now we're worse off than we were before, except that griefers need to be a bit higher level to maliciously destroy sausage makers etc. (They need some strength as well as tresspass.)
I'm taking this as evidence that the center point, the developers' desired end state, is between the two points - whereas I feel that the point we had _before_ the current update is the minimum needed for any concept of haven.
You may feel differently because of your combat stats. I doubt that most newbie alt thieves can survive long enough to get to wherever you are living and storing your stuff. Unfortunately I didn't start play as early as you did, and can't afford to live online - so there will always be many people better fighters than me, with all that this implies.