I think the concept of destroying the junkpiles is fine when one uses the (take the resources tactic). I do not agree that totem hoping to terraform should be a viable way to destroy junkpiles. I guess paving them would work as of now(right?), but I wish that paving would only work on "cleared" or grassy terrain if that's possible.
I agree they shouldnt be doing this, however, I do believe its best for the game. Sadly it will cause people to want to trade resources, which is soooo needed in this game to improve the ECON.
But I think the devs should set the resource locs not players. This would prevent some players having all the piles because they griefed others out of theirs.
Just watched one soloer do this and waste one radius of dump near us with terraform, before leaving.
Didn't get the reason before reading this post.
An NO way to kill him inside his "safe zone".
Should be classed as evil at least.
Im not sure what this thread is about now, but i do believe there were talks about making the land go back to its original points after a tribe disbands
In a game where PvP is an important part of the action, economic warfare (destroying trees and junkpiles) should be a legitimate practice.
However, the protection of said resources should be equally possible. Without the ability to build walls around assets and install a gate to keep out raiders, the situation becomes unbalanced. You cannot defend something if you are not there to defend it, and nobody can be logged-in to a game 24/7. Even if you have nothing else to do in RL, you have to sleep sometimes.
The protection of assets in MMO's is always a tricky problem. The game has to simulate RL, but unlike RL, you do not participate in a game 24/7. That's why most games have "attack windows" where assets only become vulnerable at specific times. These systems and "counterbalances" do not exist in Xsyon yet. Instead we have a temporary solution where some things can never be attacked while others can always be attacked.
This unbalanced state is a common problem in games that start with only "core features" at launch, and are then developed further piece by piece. An example would be the implementation of magic spells for combat before magic resistance is implemented. Suddenly everyone plays a mage, because they are OP untill the rest of the system is working.