Let's discuss: Siege Blows and Here's Why

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Slamzbootspike
 
Posts: 21
Joined: 24 Apr 2018, 20:39

Let's discuss: Siege Blows and Here's Why

Post by Slamzbootspike » 03 Jun 2018, 06:15

Scenario: Chinese setup a private claim outside our T4 as a forward operating base to attack us from. Since they play outside of our hours they had it well situated by the time we logged in and found it.

But it's inside our influence line so... siege away!

Our findings:

* Enemies can repair during JH. It's trivially easy to out-repair almost anything.
* Trebuchets are garbage. They are really inaccurate, the shot is hard to see (especially against snow) and even a casual repair by one guy can totally counter a treb hitting plain old cheapo palisade walls.
* You can build a sleeping bag with 4 sticks and 4 fiber. It takes 4 fire arrows to kill a sleeping bag (?!). Fire arrows don't seem to do a lot in general.
* You can't beat a gate down with siege torches because the people inside stab through the gate with pikes.
* Since you can't terraform in an enemy claim, even during JH inside your influence line, they can eliminate the siege torch threat by just digging a ditch around their claim.

In the end we concluded that to really attack even the plainest, cheapest, palisade wall personal claim, you should really setup like 9 trebs to hit it with. It's the only way you could possibly out-damage their repairs. Maybe not even then (we didn't try it -- it's hilly so setting up 9 trebs protected by walls is more effort than their base took to build).


Thoughts:
- Trebuchets shouldn't suck.
- Treb max range should be about 3x further than it is.
- Disable building repair during JH.
- Fire arrows should do a lot more damage, especially to things with no or very low resistance.
- Enable digging inside personal claims during JH when they are inside your influence circle.


So it turns into a back-and-forth PvP pewpew but it feels pointless because the siege part of it is effectively broken.

(We're dropping a T1 guild claim near them to just absorb their personal claim that way but it would have been more fun if siege didn't blow.)


Ilja
Zealous Believer
 
Posts: 36
Joined: 14 Jul 2016, 13:34

Re: Let's discuss: Siege Blows and Here's Why

Post by Ilja » 03 Jun 2018, 10:28

Well, it was known that if private claims won't be restricted to area around the capital itself (kinda like a pve zone for new/solo players) they will be abused in every way possible by bigger guilds. Right now they are source of more problems and unbalanced gameplay then anything else. About the hitting through walls, record it and send to GMs, ppl are actually getting bans for it.


Slamzbootspike
 
Posts: 21
Joined: 24 Apr 2018, 20:39

Re: Let's discuss: Siege Blows and Here's Why

Post by Slamzbootspike » 04 Jun 2018, 05:53

I think private claims could be okay as-is, with the rules for sieging them during JH, but they really have to work on siege.

We are given 1 hour to completely destroy it (failure means they will repair any damage done before the next day) and the tools we are given mostly suck and the mechanics favor the private claim owner.

If they could fix that I think it could be fun all around.

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