OlympusBurns wrote: » Someone could just repeat non-lethal, light attacks to grief my craft.
Sengarden wrote: » I really don't understand why the ability to be attacked on your freehold plot outside of pillaging time is crucial either.
OlympusBurns wrote: » If I’m playing a mini game to create and item on my freehold, I don’t want to be attacked and have it disrupt my craft. The invulnerability only in houses but not the rest of the freehold seems odd. I’d like to be invulnerable on my entire freehold. Based on what I understand of the corruption system, you only gain corruption when the person you are attacking dies. Someone could just repeat non-lethal, light attacks to grief my craft.
Raven016 wrote: » Sengarden wrote: » I really don't understand why the ability to be attacked on your freehold plot outside of pillaging time is crucial either. Thinking about your point of view, I asked myself what if we could hire guards. And I see that it is possible...https://ashesofcreation.wiki/NPC_guards ... but apparently it is important to not be present during peaceful times. Maybe PvP will indeed be an important aspect. If players can hunt you while you bring resources to your freehold, guards would defend you when you get close. Running from a freehold to another nearby freehold might not be desired.
Nerror wrote: » If they stick to the triple size of the freehold of 1.5 acres, that's a lot of land to be invulnerable on. I think it makes sense to limit it to the house. I understand the concern, but we don't even know if you being hit stops any minigame you might be doing actually, so if all they want to do is annoy and not kill, you can probably ignore them. You can't be CC'ed if you are a non-combatant. I'll be very surprised if you are required to carry any materials on you on your freehold, other than the eggs and tomatoes you just harvested. I think all the stuff for the processing stations should come directly from storage, just like it does for the crafters in nodes. So you are unlikely to lose anything of real value, other than getting the XP debt. With that said, I am a proponent of letting players build defensive structures and hire NPC guards for the freeholds, especially the new big 1.5 acre ones.
Sengarden wrote: » Raven016 wrote: » Sengarden wrote: » I really don't understand why the ability to be attacked on your freehold plot outside of pillaging time is crucial either. Thinking about your point of view, I asked myself what if we could hire guards. And I see that it is possible...https://ashesofcreation.wiki/NPC_guards ... but apparently it is important to not be present during peaceful times. Maybe PvP will indeed be an important aspect. If players can hunt you while you bring resources to your freehold, guards would defend you when you get close. Running from a freehold to another nearby freehold might not be desired. I guess my retort to this would be - why is any of that necessary during times of peace in the first place? Steven seems to be against griefing-type behavior, hence the corruption system. However, things aren't always so clear cut when you're out in the world adventuring, gathering, or fighting over rare bosses, so corruption allows some leeway there to actually engage with and compete with other players under serious circumstances. When you're on your own home plot, however, there's literally no point to anyone attacking you on your freehold other than to intimidate you into pausing your gameplay until a group of friends come to scare them off, or to murder you and loot your bags. They can't use your buildings or crafting tables, they can't loot your crops or interact with your livestock, there's no content for them there other than the type of combat which corruption seems designed to mitigate (PVP that isn't directly tied to competition over resources or content). That's not fighting over content, that's just griefing. Griefing which the game's current design actively prevents you from preventing by taking what would normally be perfectly understandable precautions, like building high walls and locked gates around your highly valuable territory. One argument I can understand is that allowing this behavior opens the door for players of rival nodes to interrupt high level processors at their game and prevent them from building their economy. However, if this behavior remained consistent for a long enough period of time, I think it would eventually lead to a declaration of war, in which case players from those two nodes would be flagged as combatants, and the practice of taking groups of players around to harass each other's processors would probably be quite common. I'm not against this level of free will in the game, but I would prefer if it played out like this: You have a freehold. You like your privacy, and don't like people wandering around in your property. You don't want to be attacked be griefers. You build a wall too high to jump/peek over and an iron gate. During peace time, no one can get in without your permission. After a while, a war is declared. This unlocks the ability for the enemy to take small scale siege weapons (bombs, sledgehammers, grappling hooks, etc) to your freehold and attempt a break-in in order to intimidate you and keep you from working on your craft. This would also unlock the ability for you, as the owner of the freehold, to replace one of your buildings with a watchtower housing up to three archers (hireable and fireable at will if you think you're at more or less risk day by day) that signal you of approaching enemies and fire bow shots at them (these can also be taken out with bombs or sledges once the walls have been breached), and hire NPC guards to help defend you from attackers. If the group is big enough, you'll still require allies to help defend your safety and economic progress.
Depraved wrote: » i think this is what is doesnt want. people burying themselves in one place and staying there, safe from everything. might as well add instances.
Sengarden wrote: » Depraved wrote: » i think this is what is doesnt want. people burying themselves in one place and staying there, safe from everything. might as well add instances. What about freehold design makes you think a player would stay there and do nothing else? You'll run out of materials to process eventually. Not really anything else to do there. It's just a momentary breath of fresh air on your own property, again, that you likely paid a boatload of money to own. Going from "I don't want to be griefed or disturbed on my property" to "might as well add instances" is a bit of a stretch lol
Raven016 wrote: » Someone could just kill him.
Depraved wrote: » im not really against fh not being pvp zones, but jesus people wanna build an impenetrable fortress
Solvryn wrote: » Keep your door open, run into your house, let the doofus come inside. Lock him/her in there. Then call your buddies to murder them.
Okeydoke wrote: » Raven016 wrote: » Someone could just kill him. lol. This is kinda one of those /thread comments to me. Maybe even.../forum, /game..../life? lol not really. But it's just funny to me the clash of cultures going on on this forum...things that are such a foreign concept to one group and vice versa. Most of my time following this game I'm pretty sure it was the whole freehold was safe. Now it's just the house. In most games I've played it's just the house. But I was fine with it being the entire freehold, it was whatever. Especially when freeholds were going to be something that most people had. Now we know freeholds will be more exclusive. With a tendency towards being owned by capable players, who will tend to need to work and maintain it as a group/family. Where the best processing materials come from and the only place they come from. And where they can set up some kind of defense, guards, etc. Of course these people should be contestable on their freehold. I could also see Steven backtracking on it to how it was before too. Not a make or break issue by any means for me. But I'm pretty solidly in the house only camp.