Churches as they were ment to be

Forum for suggesting changes to Salem.

Re: Churches as they were ment to be

Postby Dallane » Sat Aug 23, 2014 3:17 pm

Darwoth wants to play in a liberal version of salem with all the handouts he is demanding. I bet he wants to remove assault muskets next.

Darwoth is a troubled youth
Please click this link for a better salem forum experience

TotalyMeow wrote: Claeyt's perspective of Salem and what it's about is very different from the devs and in many cases is completely the opposite of what we believe.
User avatar
Dallane
Moderator
 
Posts: 15195
Joined: Wed Aug 01, 2012 2:00 pm

Re: Churches as they were ment to be

Postby ukraChild » Sat Aug 23, 2014 3:36 pm

Darwoth wrote:since i have been pushing for an arena in the game for a year and a half on these very forums i guess that just means you are one stupid ***** without a clue like usual doesn't it?

Since it came out you only pushed against, perhaps you had something else pushed. So if in the above statment you are referring to yourself than you are right.
User avatar
ukraChild
 
Posts: 158
Joined: Sun Jun 08, 2014 11:39 am
Location: ukranian side of Russia

Re: Churches as they were ment to be

Postby Darwoth » Sat Aug 23, 2014 4:28 pm

ukraChild wrote:Since it came out you only pushed against, perhaps you had something else pushed. So if in the above statment you are referring to yourself than you are right.




the only thing i ever complained about with the arena is that it should leave battery scents you god damn moron.
Image
User avatar
Darwoth
 
Posts: 8035
Joined: Sun Aug 12, 2012 5:11 pm
Location: Everywhere

Re: Churches as they were ment to be

Postby ukraChild » Sat Aug 23, 2014 5:19 pm

Now you moved from never having said nothing against it to 'only' having said that. I'm not even gonna bother click your nick and search all your posts that say otherwise to quote you here given anyone interested can do that including yourself. I sure won't waste my time with it. Your gobbler brain is damaged and you have multiple personality disorder - probably to compensate for your lack of personality - or you just enjoy acting like one that suffer from such. On the bright side, for you, this makes your point as to how much murican is teh true aryan - not.

:lol: :lol: :lol: :lol: :lol: :lol: :lol:
User avatar
ukraChild
 
Posts: 158
Joined: Sun Jun 08, 2014 11:39 am
Location: ukranian side of Russia

Re: Churches as they were ment to be

Postby RonPaulFTW » Sat Aug 23, 2014 5:20 pm

Darwoth wrote:if you dropped battery scents it would be fine, since you do not you have removed all risk from combat and learning combat and made it so that nobody will ever fight outside of the safety of town for fun or for grudge matches, why would ammaboss challenge biddas to a fight outside town where both sides tried to ambush the other resulting in a group vs group engagement like last week? it wont, this short sighted and half assed carebear implementation made it so things like that will never happen again.

instead those fights will now universally take place in a "battleground" where they are 100% completely and totally meaningless.


additionally you have removed tactics long employed to gather scents from hostile villages with spies/moles and you have erased classic siege tactics used to prevent running with the 3 hour rule.

you just completely ***** up a large dynamic of the game because you can not listen to those around you telling you your judgement is ****.
RonPaulFTW
 
Posts: 928
Joined: Sun May 05, 2013 8:30 pm

Re: Churches as they were ment to be

Postby ukraChild » Sat Aug 23, 2014 5:31 pm

Exactly plus all the others.
User avatar
ukraChild
 
Posts: 158
Joined: Sun Jun 08, 2014 11:39 am
Location: ukranian side of Russia

Re: Churches as they were ment to be

Postby TotalyMeow » Sat Aug 23, 2014 7:54 pm

Sounds to me like you all just confirmed that Darwoth was saying then what he is saying now, he thinks those fighting in the arena should drop battery scents. Now, stop derailing immediately.
Community Manager for Mortal Moments Inc.

Icon wrote:This isn't Farmville with fighting, its Mortal Kombat with corn.
User avatar
TotalyMeow
 
Posts: 3782
Joined: Thu Jun 05, 2014 8:14 pm

Re: Churches as they were ment to be

Postby ImpalerWrG » Sat Aug 23, 2014 8:32 pm

Not to mention that Darwoth's suggestion for humor-regeneration is not FREE healing, within the context of this thread it's a ongoing effect produced by a high upkeep structure, just like none of the benefits of a Bell are Free. The only problem I could see with regeneration of humors inside your church light zone is that it might severely reduce the demand for healing foods, so long as the church consumes enough food this should balance out, and it would be quite convenient too.

Some other possible additions

* Bigger/Smaller versions of Church (Chapel, Cathedral), the bigger versions can achieve a higher total light bonus but are less efficient, smaller are more efficient but less bright so getting the right size that matches your ability to fuel it is important.

* A person who is designated by the Mayor to run the Church, if 'sacred' items wear out they may need to be discarded or re-arranged or some other kind of mini-game management that can't really be open to all members of a town. This person would naturally be called the Minister.

* Different light benefits tracked separately, depending on what kind of sacred items are put into the church a different mix of benefits could be granted, much like socket-able and Curios each items has ~3 benefits and these get aggregated separately, so far we only have 3 ideas for benefits and I think we would need a bigger diversity then that for this to be worth doing.

* Another benefit idea, Crime Scents last longer in the presence of light (or get more then the standard 10 uses) slightly improving your chance of getting some Justice(conversely they could be made to disappear faster then normal in darkness emphasizing it's nature as a dangerous lawless place).
User avatar
ImpalerWrG
 
Posts: 293
Joined: Mon Dec 10, 2012 11:42 pm

Re: Churches as they were ment to be

Postby ImpalerWrG » Thu Aug 28, 2014 4:16 am

To expand upon the idea of different types of light benefits. How about taking the notion of the 7 virtues (the less well known foils to the 7 deadly sins) and making a bonus around each one.

Chastity (opposite of Lust): ???
Temperance (opposite of Gluttony): As silly as it sounds how about a bonus to Gluttony, maybe less feed-full timer (more interesting then chugging purgatives)
Charity (opposite of Greed): ???
Diligence (opposite of Sloth): More random drops in crafting, better Farming
Patience (opposite of Wroth): Reduced damage done by attacks both on people and property, applies to everyone but will help the defender more
Kindness (opposite of Envy): Scents last longer, more usable etc etc
Humility (opposite of Pride): Bonus to Proficiency gain from Curios (compensating for removal of Purity from Curios?)

Also Church should be the mechanism for combating witches, either they repel them, melt them, remove the curses, who knows, but it should consume the sacred items of the church so their is a tangible cost.
User avatar
ImpalerWrG
 
Posts: 293
Joined: Mon Dec 10, 2012 11:42 pm

Re: Churches as they were ment to be

Postby nonsonogiucas » Thu Aug 28, 2014 10:08 am

ImpalerWrG wrote:To expand upon the idea of different types of light benefits. How about taking the notion of the 7 virtues (the less well known foils to the 7 deadly sins) and making a bonus around each one.

Chastity (opposite of Lust): ???
Temperance (opposite of Gluttony): As silly as it sounds how about a bonus to Gluttony, maybe less feed-full timer (more interesting then chugging purgatives)
Charity (opposite of Greed): ???
Diligence (opposite of Sloth): More random drops in crafting, better Farming
Patience (opposite of Wroth): Reduced damage done by attacks both on people and property, applies to everyone but will help the defender more
Kindness (opposite of Envy): Scents last longer, more usable etc etc
Humility (opposite of Pride): Bonus to Proficiency gain from Curios (compensating for removal of Purity from Curios?)

Also Church should be the mechanism for combating witches, either they repel them, melt them, remove the curses, who knows, but it should consume the sacred items of the church so their is a tangible cost.


It would be even better if there was an actual alternative gameplay to choose that instead derives buffs from being the opposite... having extremely pious people butchering each other happily doesn't make a lot of sense. Very religious groups / settlements could get a lot of defense buffs, very uhm... un-holy? groups should get attack buffs. (A pious character in this would be one that is citizen of a town with such a quality of religiousness or karma)

It should also be related to what you actually do in game. Stealing from or knocking down pious characters should lower your "reputation" or "karma" or whatever, and also the one of your town / church. The exact same behavior would instead be favorable to members of the opposing faction.

Witches could be some sort of champions of a chosen sin (think of an "envious old hag" or a "fat glutton witch" or even a "lusty witch queen" :twisted:) while the opposite could be clerics or inquisitors or even living saints. Could be made in a way that to reach such a status you would have to abandon some early game mechanic entirely, like for example giving up gluttony to become Champion of Temperance, and instead get a new unique abilitiy/ies.
I was lucky...
User avatar
nonsonogiucas
 
Posts: 203
Joined: Sat May 17, 2014 3:57 pm
Location: Rome, Italy

PreviousNext

Return to Ideas & Innovations

Who is online

Users browsing this forum: No registered users and 13 guests