Board Thread:QQ Threads/@comment-24108228-20160421072915

This sub-forum doesn't get used much, but when it does you can be guaranteed that nothing constructive or helpful will be said.

So recently when running/working for tribes, I've often found that the biggest threat is what I've taken to calling "respawn raiders", people who spawn on or near the island, swim over with extremely minimal raiding supplies (firemaking bow, possibly a stone spear, though in most cases just a forage tool) and do as much damage as possible before dispatched. This, while only a minor threat if it stays as that, suddenly becomes more of an issue when they continue to do this for extended periods of time, since while they can only do minimal damage, they can do it over and over and cripple a tribe by forcing them to always be on the lookout, and have to chase the "raider" when he arrives (as well as constantly having to replace buildings and food supplies).

The raider never actually loses anything, and there's no "grace period" like with other raids where the raider has to replace lost tools, they can just hop in the water and go again. It's especially bad when your tribe lives on an island with a spawnpoint (most tribe-friendly islands have one), as the raider can attack your tribe while in a force-field, one particular example being when my tribe was unlucky enough to have put our food storage hut around a spawnpoint on mainland by accident, we found a respawn raider in there one day and all we could do was wait for the shield to go away while they stole all our food.

What bugs me however is that I can't think of any effective way to solve this issue, without making it very easy for raiders to go on mass-murder sprees with devastating consequences (a death respawn timer would solve the problem of the raiders, but then what of new players who get mass-slaughtered by steel raiders? Spending half your time waiting to respawn only to pop up near one of your adversaries again is not fun gameplay). The best I could come up with was that spawn points without a player nearby are prioritised over spawnpoints that do have one (preventing people spamming /respawn until they end up on your island next to your farmland and granaries); and getting killed means you lose every item in your backpack that you foraged or crafted in the last 3 minutes, hence allowing for thieves but only if they can successfully escape afterwards, which is more fair for all parties involved. Trouble is that you'd have to append a "how long ago it was foraged" thing to every item, which could cause lag.

Of course, this outburst in respawn-raiders may just be a temporary fad, like people who raided mainland tribes on a fast-cart, but it has been going on for much longer than this on a smaller scale, so perhaps it's not so recent. It's hard to say I suppose.  