Who has rights to Boston?

Forum for suggesting changes to Salem.

Re: Who has rights to Boston?

Postby Feone » Fri Jun 20, 2014 10:12 am

JohnCarver wrote:The answer is we are aiming to discourage both. In a perfect world you would be using a single character for the majority of your play session and would not have incentives to constantly cycle between alt chars or accounts. The first patch already has a rework to lime which is a step in the right direction. The future purity patch should remove the need to maintain mines all over the map. We understand we may never have a system where alts do not emerge, however, we will always strive for one.


I think this is a terrible idea. (The discouraging having alts part, multiclienting is a different matter.)

Salem is,afterall, permadeath. Discouraging alts will get most players focussed on one single character. When this character eventually gets killed the player will likely not come back. Having alts softens this blow considerably.
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Re: Who has rights to Boston?

Postby Dammit » Fri Jun 20, 2014 10:18 am

JohnCarver wrote:The answer is we are aiming to discourage both. In a perfect world you would be using a single character for the majority of your play session and would not have incentives to constantly cycle between alt chars or accounts. The first patch already has a rework to lime which is a step in the right direction. The future purity patch should remove the need to maintain mines all over the map. We understand we may never have a system where alts do not emerge, however, we will always strive for one.


Alt's are used way more than you imagine. Many systems that I read and understand would need to be redone to lessen the mass alt creation. I think the "average" person has 3-6 alts. I personally have talked to quite a few and learned very, very fast to not put all my nuts into one shell..

account 1. Main account with main skills for doing complex things such as alchemy or planting for S&C bonus I guess..
#2 Murder alt - you don't want to loose you main skill farmer or builder
#3 Murder alt - incase you loose number 2. Both of these 2&3 just have access to fencing,stealing,murder and as such mostly study cloak and dagger. And have humus for fighting.

#4,5,6 water purity,lime purity,iron purity alts to find and keep the node easy to get to since these are almost always hours from your main base..

So to lessen the alt making would in sense change the purity system back to post April and do away with nodes that would take 50% of the alts away..

Also from what I know and understand since I am newish, a hardcore person would have probably 10-15 alts to cover all 4 water colors, and 4 lime colors and 4 granite colors, then you need to find forage nodes to feed worms the different colors, the game screams for alts as it is made and designed. The purity system as I understand it screams for alts to gather the material, and not your main account. I don't see this game ever being a 1 account wins all game. To do any good you need 6-10 I guess..
Last edited by Dammit on Fri Jun 20, 2014 10:25 am, edited 1 time in total.
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Re: Who has rights to Boston?

Postby JohnCarver » Fri Jun 20, 2014 10:20 am

Feone wrote:
I think this is a terrible idea. (The discouraging having alts part, multiclienting is a different matter.)

Salem is,afterall, permadeath. Discouraging alts will get most players focussed on one single character. When this character eventually gets killed the player will likely not come back. Having alts softens this blow considerably.


There is no reason that cannot be designed around. Only a question of how hard it is to implement the solution. First patch already greatly accelerates your ability to rebuild a char after death. A future patch addresses and redesigns the inheritance system so that you are much smarter to rebuild your fallen lineage than you are to multi-run character progessions.

You are free to bring up reasons you use alts and i am more than happy to share with you the future where you most likely wont as much.

Purity nodes all over the map may persist for foragables. But will not be relevant to the point where you wish to leave alts there. You will have other, better ways to raise purity located inside your walls.
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Nsuidara wrote:it is a strange and difficult game in no positive way
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Re: Who has rights to Boston?

Postby Dammit » Fri Jun 20, 2014 10:27 am

JohnCarver wrote:
Feone wrote:
I think this is a terrible idea. (The discouraging having alts part, multiclienting is a different matter.)

Salem is,afterall, permadeath. Discouraging alts will get most players focussed on one single character. When this character eventually gets killed the player will likely not come back. Having alts softens this blow considerably.


There is no reason that cannot be designed around. Only a question of how hard it is to implement the solution. First patch already greatly accelerates your ability to rebuild a char after death. A future patch addresses and redesigns the inheritance system so that you are much smarter to rebuild your fallen lineage than you are to multi-run character progessions.

You are free to bring up reasons you use alts and i am more than happy to share with you the future where you most likely wont as much.

Purity nodes all over the map may persist for foragables. But will not be relevant to the point where you wish to leave alts there. You will have other, better ways ti raise purity locates inside your walls.


raising purity inside our walls is impossible as the system stands, you have to have alts to forage make a claim and keep that purity spot to feed worms, its impossible to do it any other way that I have been made aware of. What I read and asked about the old purity system, that was possible inside your walls since purity was null and void on water and foraged items..
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Re: Who has rights to Boston?

Postby JohnCarver » Fri Jun 20, 2014 10:29 am

Exactly why there is a purity patch before the end of the year changing everything you ever thought you knew about purity.
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.

Nsuidara wrote:it is a strange and difficult game in no positive way
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Re: Who has rights to Boston?

Postby Dammit » Fri Jun 20, 2014 10:32 am

JohnCarver wrote:Exactly why there is a purity patch before the end of the year changing everything you ever thought you knew about purity.


So this new system that came out in april to do away with "legacy" is being changed again? Honestly the nodes are the problem with alts and vaulting and trading...If you do away with or design around making your own purity somehow without having to walk hours for purity nodes or hunt for days,weeks for that perfect spot, then you sir are on to something. Otherwise no one will walk even 30 minutes to that purity spot, just lean-to alt it as the term goes..

EDIT: Infact to think of it, compost bin purity is STUPID as ****, and the worms too. It is more logical the way I heard it used to be, the stuff you throw in that bin makes the humus pure.. The whole golden trash can is just not realistic..
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Re: Who has rights to Boston?

Postby JohnCarver » Fri Jun 20, 2014 10:44 am

Yes, the new purity system we implment feels more like the old one than the new one. That being said, it doesnt look like either to be honest. Its best if you realize that structures and mine nodes will no longer have purity. Purity is a mechanic meant to give you a method to maximize what you have, not derp around the world. Dev islands is an example of giving you something to quarrel over geographically.

I will share that while it is subject to change, mine purity is currently being conceptualized as getting a higher chance to become more pure the deeper you mine into one. Thus the mining system evolves into fun opportunities for a minigame of getting your ore from deep in a mine back to the ladder.. mine carts etc.
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.

Nsuidara wrote:it is a strange and difficult game in no positive way
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Re: Who has rights to Boston?

Postby Dammit » Fri Jun 20, 2014 10:53 am

JohnCarver wrote:Yes, the new purity system we implment feels more like the old one than the new one. That being said, it doesnt look like either to be honest. Its best if you realize that structures and mine nodes will no longer have purity. Purity is a mechanic meant to give you a method to maximize what you have, not derp around the world. Dev islands is an example of giving you something to quarrel over geographically.

I will share that while it is subject to change, mine purity is currently being conceptualized as getting a higher chance to become more pure the deeper you mine into one. Thus the mining system evolves into fun opportunities for a minigame of getting your ore from deep in a mine back to the ladder.. mine carts etc.


That sounds more logical, and fun to be honest. Have you thoughts about the speed of progression with the new food purity system? I promise that's as far as I will ask of you to say. Example currently it takes someone months to see a change from 0% pure to say 1-2% pure, maybe more if you work your ass off. Will the new system your thinking of speed this up by at least 50%?
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Re: Who has rights to Boston?

Postby jesi » Fri Jun 20, 2014 12:05 pm

John Carver wrote "You are free to bring up reasons you use alts and i am more than happy to share with you the future where you most likely wont as much."

How will you handle the need for Key alts? The change in the inheritance system will allow the ability to inherit keys? If not, are you not forcing people to change their game style and play in teams even if they prefer playing solo?

And as for being able to increase purity within your own walls. Won't this encourage hermiting and over-building defenses? If I never have to go out of my town to find purity raw materials, why would I take the risk of losing my main traveling or trading. For in-game events??? I don't think so.

John Carver also wrote " In a perfect world you would be using a single character for the majority of your play session and would not have incentives to constantly cycle between alt chars or accounts."

Why so? I enjoy having characters in different environments and dedicated to doing different things. I am a peaceful player and prefer exploring to warring. In re-working the game, I ask only that you consider a system that respects people's preferences for playing - solo or in groups; peaceful or fighters. After all this is a sandbox game. And I hope it stays a sandbox rather than becoming Runescape, or worse, Villagers & Heroes.
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Re: Who has rights to Boston?

Postby Feone » Fri Jun 20, 2014 12:38 pm

JohnCarver wrote:
Feone wrote:
I think this is a terrible idea. (The discouraging having alts part, multiclienting is a different matter.)

Salem is,afterall, permadeath. Discouraging alts will get most players focussed on one single character. When this character eventually gets killed the player will likely not come back. Having alts softens this blow considerably.


There is no reason that cannot be designed around. Only a question of how hard it is to implement the solution. First patch already greatly accelerates your ability to rebuild a char after death. A future patch addresses and redesigns the inheritance system so that you are much smarter to rebuild your fallen lineage than you are to multi-run character progessions.

You are free to bring up reasons you use alts and i am more than happy to share with you the future where you most likely wont as much.

Purity nodes all over the map may persist for foragables. But will not be relevant to the point where you wish to leave alts there. You will have other, better ways to raise purity located inside your walls.


I really like having alts with different jobs. It adds to the roleplay factor and it softens the blows of permadeath. In my opinion this is a fun aspect of Salem that doesn't need changing. Plus, there will always be an advantage to having multiple combat chars on hand, even if you only actively play one.
Last edited by Feone on Sat Jun 21, 2014 7:59 am, edited 1 time in total.
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