Ukhata wrote:I am not saying people leave because of permadeath. i say people leave because of dying for whatever reason.
A flaw of the "tutorial" aspect of the game then?
It's basically the amount of loss suffered from dieing. Losing all progress is painful, even more so if you've played for longer. Some of us respond by trying again, others quit. I do think however that it takes too long to replace a character due to the timers.
If it is personal preference then how it is that people die and quit
after having played for a fair amount of time? Surely they noticed the existence of permadeath after the wirst few weeks... they continue to play thou... If I were to discover that a game had a mechanic I find really annoying I would quit right away, I wouldn't even wait for that mechanic to take place cause I know I'll be disappointed.
Even with emergent gameplay there is usually an optimum strategy found.
Usually maybe,
eventually, yes. When emergent gameplay doesn't happen however the optimum strategy is just
readily found. It is a question of longevity in this regard. The more tools you have the more you can experiment with those tools. If you have very few tools on the other hand the number of possible combinations is extremely low.
On the other hand, large complexity can cause players to be overwhelmed. Especially in a game where ignorance of mechanics can be punished very harshly by the first raider to spot their mistakes.
I agree, but mostly depends on how that complexity is delivered to the player. At the beginning, Salem is fairly simple: you forage, choose from a limited number of unlocked skills, glutton some foraged foods with debuff properties so you can only raise so much in a single session... not too much to do. However the game is often perceived a being really difficult by new players cause any insight on how to do those few things is given in a very poor way if at all.
Complexity does not equal difficulty of execution.
I also think really branching off classes is a bad idea, I like how every character starts initially equal. Making the skills a bit less interconnected may be a decent idea though. It bugged me how many seemingly unrelated skills my various "specialised" characters needed to unlock things. I do think branching off into different skill sets happens naturally when there is enough depth to gameplay, or requirements in stats. (Carpenter/farmer/hunter/combat alts for example, mining is also a good candidate if that system becomes more complex.) I like that part about salem, it gives the characters a bit of personality. Especially from the way specializing is optional, and any combination being possible.
I didn't suggest to have classes with separate skill trees, we are saying the same thing basically.
I was lucky...