Permanent, moving, witchcraft quest.

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Re: Permanent, moving, witchcraft quest.

Postby Dallane » Tue Jan 26, 2016 7:28 am

sefer wrote:I know how the game works


:lol: :lol: :lol: :lol: :lol: :lol: :lol:
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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.
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Re: Permanent, moving, witchcraft quest.

Postby Darwoth » Tue Jan 26, 2016 8:53 am

i can give you a witchcraft quest no need for dumb mechanics, for starters if you post a screenshot paying homage to the statue of darwoth (located in the providence graveyard) every day for the next 14 days we will begin your journey into the blackened void.

while visting the statue you must also drop three living salamanders on the ground while placing one dead snake at the foot of the statue in accordance with the serpentine ritual and the law of three.
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Re: Permanent, moving, witchcraft quest.

Postby Dallane » Tue Jan 26, 2016 9:02 am

Darwoth wrote:i can give you a witchcraft quest no need for dumb mechanics, for starters if you post a screenshot paying homage to the statue of darwoth (located in the providence graveyard) every day for the next 14 days we will begin your journey into the blackened void.

while visting the statue you must also drop three living salamanders on the ground while placing one dead snake at the foot of the statue in accordance with the serpentine ritual and the law of three.


God I miss when people actually did this. These young kids and their wows ruined everything
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Re: Permanent, moving, witchcraft quest.

Postby Darwoth » Tue Jan 26, 2016 9:06 am

Dallane wrote:
Darwoth wrote:i can give you a witchcraft quest no need for dumb mechanics, for starters if you post a screenshot paying homage to the statue of darwoth (located in the providence graveyard) every day for the next 14 days we will begin your journey into the blackened void.

while visting the statue you must also drop three living salamanders on the ground while placing one dead snake at the foot of the statue in accordance with the serpentine ritual and the law of three.


God I miss when people actually did this. These young kids and their wows ruined everything



so true =(

i remember when i was like 12 the very first guild i joined made me do all kinds of mini quests and **** to be allowed in, first pk guild i joined they forced me to duel everyone in the guild and get their approval and then gave me a target i had to kill/screenshot before tagging me :lol:
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Re: Permanent, moving, witchcraft quest.

Postby Reviresco » Tue Jan 26, 2016 9:06 am

WTS Salamanders, 500s ea.
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Re: Permanent, moving, witchcraft quest.

Postby sefer » Tue Jan 26, 2016 2:16 pm

Dallane wrote:
Darwoth wrote:i can give you a witchcraft quest no need for dumb mechanics, for starters if you post a screenshot paying homage to the statue of darwoth (located in the providence graveyard) every day for the next 14 days we will begin your journey into the blackened void.

while visting the statue you must also drop three living salamanders on the ground while placing one dead snake at the foot of the statue in accordance with the serpentine ritual and the law of three.


God I miss when people actually did this. These young kids and their wows ruined everything


I actually feel really old having turned 25 this last December. Hope that doesn't offend, but its felt like everything has been going slowly downhill ever since I passed 21. Once you hit the legal to drink age the only real milestones left are "oh joy you can rent a car" and "congrats on getting further away from your prime." :/, nothing to look forward to now other than that first gray hair and inevitable height loss. UO was my first mmo, and to this day continues to be what I hold all other games against. After all these years ive never found a game that could quite capture its charm. Still the best pet taming system to ever exist. And It too had quests/npcs that would not always be there, or intricate dungeons that required you gather the right stuff in order to even gain access to it. Its treasure hunting skill is what I thought about when I mentioned a "cave/dungeon" type system. Where you could get a map, dig a spot, and have a treasure pop up.. Not a static spot mind you, a randomly generated spot that when interacted with yielded results, where you had to painstakingly search for the location that kinda looked like the piece of map, and dig on the exact pixel spot or else no dice.. A randomly appearing transitional filled with danger and possible treasure. It could fit lorewise even. Maybe its a cave with a alter to some forgotten god, maybe a treasure cache from indians, or maybe a cave belonging to something dark (http://www.salem-news.com/articles/dece ... nts-ta.php) but also riches if you noted the "1000s of artifacts found as well as two mummified giants." Whose, if you dig into more about the corpses, skulls were not resemblant of human skulls, further arguing that these were not just really tall humans. (I mean, they could have been, but it seems more fun to believe they were actual, mythical, giants.) It doesn't have to feel/resemble a quest, but rather a treasure hunt, cave spelunking, searching for riches in the new world, as some did back then.
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Re: Permanent, moving, witchcraft quest.

Postby jcwilk » Tue Jan 26, 2016 3:33 pm

sefer wrote:UO was my first mmo, and to this day continues to be what I hold all other games against. After all these years ive never found a game that could quite capture its charm. Still the best pet taming system to ever exist.


Best part was when someone brought a dragon to town and people started freaking out when it started misbehaving or people started trying to trigger it to agro so the guards would slay it xD

sefer wrote:Its treasure hunting skill is what I thought about when I mentioned a "cave/dungeon" type system.


Despite Meow's comments there has been talk of features like these recently by JC, and I feel similarly about UO's treasure hunting features.

mention of caves and spelunking - viewtopic.php?f=12&t=16541#p240384

thread on possible extensions of traces of lost colony, perhaps tied into expeditions - viewtopic.php?f=12&t=16708&p=243304&hilit=cave#p243293

likely upcoming "Exploration Event System" - viewtopic.php?f=2&t=16658#p242421

I have little objection to quests or quest-like mechanics as long as there's no goddamn waypoint arrow and it occurs randomly rather than some retarded npc doling out quest dongs... and is non-trivial to figure out much like how they implemented witchcraft (well, from what little I know about it)
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Re: Permanent, moving, witchcraft quest.

Postby Darwoth » Tue Jan 26, 2016 4:05 pm

sefer wrote:
Dallane wrote:
Darwoth wrote:i can give you a witchcraft quest no need for dumb mechanics, for starters if you post a screenshot paying homage to the statue of darwoth (located in the providence graveyard) every day for the next 14 days we will begin your journey into the blackened void.

while visting the statue you must also drop three living salamanders on the ground while placing one dead snake at the foot of the statue in accordance with the serpentine ritual and the law of three.


God I miss when people actually did this. These young kids and their wows ruined everything


I actually feel really old having turned 25 this last December. Hope that doesn't offend, but its felt like everything has been going slowly downhill ever since I passed 21. Once you hit the legal to drink age the only real milestones left are "oh joy you can rent a car" and "congrats on getting further away from your prime." :/, nothing to look forward to now other than that first gray hair and inevitable height loss. UO was my first mmo, and to this day continues to be what I hold all other games against. After all these years ive never found a game that could quite capture its charm. Still the best pet taming system to ever exist. And It too had quests/npcs that would not always be there, or intricate dungeons that required you gather the right stuff in order to even gain access to it. Its treasure hunting skill is what I thought about when I mentioned a "cave/dungeon" type system. Where you could get a map, dig a spot, and have a treasure pop up.. Not a static spot mind you, a randomly generated spot that when interacted with yielded results, where you had to painstakingly search for the location that kinda looked like the piece of map, and dig on the exact pixel spot or else no dice.. A randomly appearing transitional filled with danger and possible treasure. It could fit lorewise even. Maybe its a cave with a alter to some forgotten god, maybe a treasure cache from indians, or maybe a cave belonging to something dark (http://www.salem-news.com/articles/dece ... nts-ta.php) but also riches if you noted the "1000s of artifacts found as well as two mummified giants." Whose, if you dig into more about the corpses, skulls were not resemblant of human skulls, further arguing that these were not just really tall humans. (I mean, they could have been, but it seems more fun to believe they were actual, mythical, giants.) It doesn't have to feel/resemble a quest, but rather a treasure hunt, cave spelunking, searching for riches in the new world, as some did back then.



you did not play UO, if you played it at all you came along years after EA/mythic purchased the title and turned it into a wow clone or on somebodys emulator which who knows what the mechanics were. aside from most of the dumb stuff your talking about not existing for the first several years the timeline simply does not work. unless you played pre trammel you did not play, period. which would have put you at about 7 years old at the most.

there was the treasuermap systems, there were dungeons (which only required lockpicking other than wind later on which required 72.2 magery), there were the random world generated "free the princess" spawns. there was not any of the **** your referencing witchcraft here should be likened to.
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Re: Permanent, moving, witchcraft quest.

Postby jcwilk » Wed Jan 27, 2016 7:17 am

Darwoth wrote:there was the treasuermap systems, there were dungeons (which only required lockpicking other than wind later on which required 72.2 magery), there were the random world generated "free the princess" spawns. there was not any of the **** your referencing witchcraft here should be likened to.


What were the free the princess spawns, was that the ones where you could get pointers from some npc in town? I started when it came out and played it faithfully for years though I must have been around 10 then so I doubt I was much of a threatening force :lol:

Imo the Ultima (single player games, eg ultima 7) format of quests was the best... Basically no mechanics at all just information about some area that would often have hidden switches and passageways and such. Trickier to do that with an mmo of course, but could be occasionally set up by a gm or be some sort of "exploration event" type of thing. Guess we'll see how the exploration event stuff goes next patch goes in a couple weeks.
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Re: Permanent, moving, witchcraft quest.

Postby sefer » Wed Jan 27, 2016 8:25 am

Whoaaa, I get the whole pre-trammel, I didn't get to try pre-trammel until later on a private server that undid the updates. I started during the beginning of Age Of Shadows, still got the box for it around here somewhere. I guess technically my first mmo was everquest, but honestly, everquest is more "WoW clone" than UO was. (Also, WoW should be considered a clone of everquest, WoW is a much younger game compared to it, while UO is the grandfather of all MMOs.) And UO wasn't a challenge without Fel, which I prominently made my home and remained in because it was easier to tame pets in red territory.

UO, during age of shadows and beyond, had all those things I mentioned. The taming system, the treasure hunting system, the random small quests. Albeit yes, an npc gave you said quests, but for treasure hunting? That was purely stumbling upon a map, using your cartography skills to decipher it, allowing you to see an image of the land where its located at, meaning you had to look around for a spot that looked like that location throughout the game. You needed someone with lockpicking skill to break into it, you needed to be able to disarm the trap on the chest, you needed the strength to survive against the monsters that spawned from digging up said chest...
This is exactly what I had in mind for the witchcraft, and other, clue event systems. I,ll break it down further.
1. Random clue appears, whether it be npc, or just a clue such as text, this begins the process, the system has already laid down the other stuff.
2. It can involve a "cave", a transitional much like a mine, it takes up a few squares in the real map, but leads to a special Event/quest/whateverYouWantToCallIt location generated by the system. I feel this would be necessary for the system because this way it doesn't have to look for too much untampered space, it can find a 2-4 squares of unclaimed land and plop down the transitional which inside is purely generated space, untouched by players as of creation, and thus allows for finer tuning of placeable objects, creatures, decorations, etc. Of course, anyone who stumbles upon it can of course go inside, im not suggesting a private space for safe eventing, just private space for more creative room, rather than the system trying to cope with abandoned structures and claimed land, even with the transitional it will still have to find a spot, but it requires so much less effort on the systems part if it has a fresh canvas that it can easily create/destroy everything inside at start/end of said Event without having to worry about player built crap getting in the way. Think of it like the tutorial zone, it would be hell if it had no resources and a million drying racks. Out of nuts? Good luck feeding nubs since that other noob picked the trees clean. No, of course not, you don't have to worry because every noob gets a fresh, clean, unhindered, tutorial zone.
3. event wins, or fails, either way, the people find their way back out of the transitional, it goes poof, and the inside is purged clean ready for the next time it needs to be used, somewhere else, randomly placed, in the world.

If you don't like the sound of npcs, it doesn't have to be a random npc appearing in the wilds, I just kinda liked that thought, I haven't ran into anyone in days, I thought it would be kinda nice to see a humanoid in the wilds, even if scripted. BUT, It could be a map, or some other kind of clue, a random signpost, writing on a boulder, carved into a tree, or just a cave sitting in the middle of nowhere with something needing doing inside of it. Maybe its a death trap? Or maybe it actually has something of value. Or maybe it winds up being a hallucination brought on from when a bee stung you unknowningly on the back of the neck and you thought it was a grand adventure when really it was just you going mad in the forest, walking in place and mumbling something about a yellow brick road and how the scarecrow was a good friend of yours. Just because one part of the idea doesn't sound good, doesn't mean it can't be changed so that the rest of the idea isn't thrown out with it. Don't like npcs? Fine, screw em all, who needs npcs. Don't like it being called a quest? Sure, lets call it an event, or a random-happening.

From this point on the idea is about an "Generalized Random Occurrence System." Where the system throws out Events randomly to be found, where it can utilize 2-4 square object that is Bigger On The Inside, such as a cave, so as to be able to generate objects and then purge all objects inside to be later reconstructed into other designs based on what event is happening. This is Generalized. As in, it can be used for multiple things, its a doorway leading towards other grand designs, such as uncovering a map that could lead to a lost land, or a treasure cache, indian burial grounds, a natural limestone cave that might contain unique creatures/resources inside (Salem actually has a well known one, the Limestone Dixie Caverns.)

I say the idea is now changed because you keep lingering on the witchcraft and the fact that I wanted a way to acquire witchcraft in Providence that didn't involve having to rely on those who happened to be around for an event that happened back in 2014. I mean, even back when the game first came out they mentioned Witchcraft being a mechanic in a colonial new world type game called Salem. Is it really so much to ask for a way to obtain sympathetic-magic through the system rather than through other players? Sure we can get it on expedition.. But eventually that server, and thus characters, will be exploding once a witch decides its game over. My initial thoughts were to propose a complex random system to acquire witchcraft because for some reason your highly against other people getting witchcraft on providence.. I thought maybe its because you want it to be secretive, so making a Randomly generated event that is purely by chance found and can only be completed by 1 person before it poofs away and appears somewhere else in the world, would keep things secretive. Unlike a static quest where all you need is to have someone complete it once and then upload a video on how to get it done. I figured maybe then those of us joining late would have atleast a fair chance at getting the skill on our own. With the priest in town that cures curses, and the bloodmoon season, and all these things pertaining to something that can't be achieved through effort alone, but rather on a Halloween from 2 years ago.

Why are you so against people being able to acquire witchcraft through effort Darwoth? I don't want to schmooze, and conversate, know the right people/join the right town, in order to become a witch. I want to unlock it. Even if it means adding the element of chance through random event, I want to be able to acquire witchcraft through the system and not be forced to learn it from someone who just happened to play on Halloween :/ .

Anyway, besides Darwoth constantly bringing that up, whether involving witchcraft or not, I think a transitional area system could have several benefits that can be used for multiple things.
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