EDIT: TLDR: 1. Massive PvP forts and large land claims are essential for surviving on a PvP server because bombs do too much damage to structures and Gods have no collision. 2. Massive Castles are fun, but players should try to be responsible about blocking resources (although most players can’t be responsible about this because they don’t even understand how land claim works). 3.Dynamic Building Damage will curtail the need to build so large, but FC should also really take a look at how landclaim works.
I agree with most of these, but I don’t think wiping officials is the answer.
Also. I believe that it is IMPERATIVE to control (EDIT: Notice I said “control” not land claim") almost an entire map square in PvP to prevent Godding. That being said… responsible players (which should be everyone) should block as few resources spawns as possible.
I don’t LIKE that this is an imperative, but it is the way it is. I will explain why shortly.
I would suggest that FC shift the bomb damage/building HP ratio so that it takes more than 7 bombs to destroy a T3 structure. (Or overhaul siege warfare, which I believe has been discussed in the past)
It should be noted, that my base took me almost a year of 4+ hour a day play sessions to build and I take great pride in not only it’s fortifications, but it’s aesthetic–worthy of an RP server. (This isn’t just to toot my horn. The numbers are relevant.)
At endgame, I can farm roughly 5 Explosive Jars every 10 minutes.
Meaning:
I could have enough resources to breach my massive base in 12.8 hours. And could–undisturbed (such as often the case in an offline raid)–bomb through it (a base more than 20 layers thick) in a measly 45 minutes… the base that took me 6-9 months or almost 1,400 hours of game time to build (admittedly, one of the other reasons I’m a bit biased against wiping PvP servers), as farming can be tough on a PvP server.
Because walls are weak (and I don’t mean wall pieces. I mean walls in general–I use fence foundations as walls for the increased HP), we NEED many layers of protection to prevent offline raiding. If I made a 1 ply wall on PvP out of T3, it would be penetrated in roughly 2 minutes by the first raid-happy barbarian that comes along. If I so much as log out for 2 minutes I can be entirely looted. Crazy. (Aside: this encourages players to be ‘always on’–at least during raid time–or risk the loss of progression, which I personally believe to be an unhealthy aspect of many videogames.)
If I’m going to survive, build, and dominate, then I have to be able to log off for two days and NOT get completely wiped out. In order to do this I HAVE to build enough layers to withstand at LEAST 8/9 hours of Trebbing (since the 6 hr raid window is so long) or bombing with no player intervention.
So… Because of the current bomb/building balance, to take a 2 day vacation from Conan–to go on a work trip, or to spend a weekend out on the town–and not worry about being wiped, then I need at least 432 layers of walls. That is INSANE.
If FC rebalanced these health values, making building pieces stronger relative to bombs, then they would make it so that you don’t NEED 20+ layers of gates to defend against an offline raid. If this was done, I do think that a rebalancing of the cost of building materials would also be in order to make building mats more expensive (not changing the cost to build, just consolidating the cost and the HP.) (Note. I am happy to acknowledge that once the Dynamic Building Damage Feature is implemented on Official Servers, this will likely be a moot point, as you only need to build your base thick enough to log of for the Dynamic Building Duration, as the possibility of offline raiding is removed.)
Also… The large land-claim is also to prevent people from getting within God range. God bubbles can protect you greatly; however, it currently takes an HOUR to put up a God bubble. This would be fine, except that there is no notification when someone else is crafting an Avatar token. This means that to ensure protection from Avatars (which, in case you guys have never used them, are IMMENSELY powerful and have NO COLLISION–so they essentially 2 shot any building piece they walk through or fly over) I would have to constantly farm Zeal. Every. Single. Day.
In an attempt to continue to explore and play the game instead of constantly farming for a God bubble (which–to be fair-- is the way I believe Funcom wants us to defend against Gods), I and many other PVP players opt to build land-claim in a far enough radius as to ensure that one cannot God the heart of the base without at least killing a few dozen thralls and breaching a perimeter wall, so that if someone does unleash an avatar they only hit the periphery of the base.
All of this being said: I don’t like that I have to build THAT MUCH just to walk away for two days and keep my progress, and I think Dynamic Building Damage will solve this problem. Also as @Narelle mentioned a re-invisioning of the Land Claim system is definitely needed and, while Funcom is at it, I would appreciate if they could go ahead and separate personal and clan buildings so that I can start a clan to inhabit my massive castle without worrying about them tearing it down while I’m offline.
I personally think Conan is more fun with big castles that are a challenge to raid. Gives the builders and harvesters something to do, and the raiders a true challenge.