Who has rights to Boston?

Forum for suggesting changes to Salem.

Re: Who has rights to Boston?

Postby Dammit » Sat Jun 21, 2014 5:01 am

RonPaulFTW wrote:Special dev geography is nice to fight over - why not also fight over purity locations too? Again it's a sandbox game. Strive for some variety in incentives and options in play style.


Fighting over purity is null and void just as raiding is, not many find the spots, once they do you either plop a town bell over it and wall it up with braziers. The best spawn points are very small and easy to close off. So I guess unless you want to waste claim a town and try to knock the braziers out then sure its okay. But I am all for the grind in your walls, since the walking and exploring take about 80% of your time if you look for the best spots and then it consumes up 6-10 alts which is why they are fixing it in the first place.. The purity system is broken as far as I can tell and read, and now that I have been playing for almost 2 weeks, I can not attest I don't know the best way or the anything but it is difficult.. I think its bad that after 2 weeks I only got 2% worms..
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Re: Who has rights to Boston?

Postby RonPaulFTW » Sat Jun 21, 2014 2:09 pm

I think you are missing my point. You should be able to both increase purity behind your walls and increase purity through exploration/fighting over high purity spots.
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Re: Who has rights to Boston?

Postby JohnCarver » Sat Jun 21, 2014 2:12 pm

RonPaulFTW wrote:I think you are missing my point. You should be able to both increase purity behind your walls and increase purity through exploration/fighting over high purity spots.


Currently the purity system has smaller closed circles. By this I mean that different industries are advancing purity in different ways. I will be honest that we have not currently implemented one of these circles that requires exploration but I will make sure we bring it up at a future dev sessions if we can find something we like that doesn't feel punishing if you don't spend hours scavenging the world for invisible purities.
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Re: Who has rights to Boston?

Postby Dammit » Sat Jun 21, 2014 9:09 pm

Exploring is fine, in fact after you adjust things why not think on this... Why do we have to live in a world where purity is based around 10% or less? Why not 100% or less? I think the nodes in the wild should be at least 1-20% I think the 20-100% should be made through witch craft, alchemy and grinding it up..I just think the first 10-20% should be quick to get to then as you say John make it get stiffer to accomplish after 40% or so and impossible to get past 90 without extreme work..

I would like to see our 10% world come back to 100% purity with water and foraged items. And for goodness sake make water purity based on 100% not 10%...so it can scale with everything else...Or make it to where water is less of a multiplier in recipes so it don't tear up your hard earned 20% wheat down to 5% cause you can't have water to match..
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Re: Who has rights to Boston?

Postby Feone » Sat Jun 21, 2014 9:13 pm

Dammit wrote:Exploring is fine, in fact after you adjust things why not think on this... Why do we have to live in a world where purity is based around 10% or less? Why not 100% or less? I think the nodes in the wild should be at least 1-20% I think the 20-100% should be made through witch craft, alchemy and grinding it up..I just think the first 10-20% should be quick to get to then as you say John make it get stiffer to accomplish after 40% or so and impossible to get past 90 without extreme work..

I would like to see our 10% world come back to 100% purity with water and foraged items. And for goodness sake make water purity based on 100% not 10%...so it can scale with everything else...Or make it to where water is less of a multiplier in recipes so it don't tear up your hard earned 20% wheat down to 5% cause you can't have water to match..


It makes sense for me for water to be of varying purity.
I personally would like to see purity more based on surroundings than rng.
A lake would be more pure than a pond. A river would beat a lake. A mountain spring (I guess a river starting at high elevation) would be the purest.

Adding a bit of use to the various features of our world.

To balance wells (or some alternate system) could be used for grinding up water purity within a town.
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Re: Who has rights to Boston?

Postby Dammit » Sat Jun 21, 2014 9:28 pm

Well purity would be a bad idea, since it would again create more alt's which the devs are trying to lessen not increase, I am sure well purity would be almost exactly like ore purity, find a node here, find out better 2 hours away, even better 6 hours away...different color here, there and everywhere..
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Re: Who has rights to Boston?

Postby nonsonogiucas » Sat Jun 21, 2014 10:04 pm

I also like the idea of purity nodes bound to recognizable landmarks.

I don't dislike having more means to manage purity inside a player base, but that shouldn't completely eliminate the appeal of gaining control over a favored geographical site. Also if anyone could just produce any kind of items in any base wouldn't that impact negatively on trading?

Also consider that one of the reasons people make purity alts is the fact that while you don't have the means to guess where a node is you still expect to eventually find one walking around at random because they are a many, small and relatively close together. I think that having fewer, larger purity nodes, without forsaking the means of further manipulating purity inside bases, would largely eliminate the need for alts. Everyone would end up either specializing in alchemy (or wathever increases purity artificially) or trying to settle / control the few natural purity nodes.

The scenario that I have in mind has one major large purity node per type / element tied to specific landmarks (something in the line of water springs and mountain peaks) also having the pure items governed by nodes grouped together in categories like "rocks and minerals", "water and fish", "plants and crops" and "trees and animals" (or maybe more mixed up categories, to encourage trading?). So the map would have a total of 4 elements x 4 item categories = 16 major nodes scattered across on the map as something to fight over for control.

Major nodes would also be big enough so that no hermit or small group would be able to totally enclose one. Maybe having a distribution of purity with a very high concentration at the very center and than a fairly large area of mediocre to low purity. I imagine player building alliances for the control of major nodes as a lot of players would be needed to defend the central area but at the same time agreements would be needed to establish how to benefit from the relatively small area of very pure resources.

A certain number of minor purity nodes would be also around on the map for the benefit of hermits and smaller groups.

Another idea I would take into consideration is about temporary nodes as a way to balance the strength of the factions that control major nodes and as a reward to explorers. A random landmark could spawn on the map giving a benefit comparable in purity to a major node, only a lot smaller in size and limited in time or maximum resources spawned.
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Re: Who has rights to Boston?

Postby Dammit » Sat Jun 21, 2014 10:29 pm

I think overall people don't like purity nodes, as it just causes things to be not what the game is meant to be.. Why should you have to find one specific spot? Why would need to find one specific mountain? Or one specific lake? It's just not realistic or feasible in this type of mmo. Making the nodes larger would not keep people from blocking them, the fact is that some people on this game pay over 20,000 silver per month for base upkeep, I would think they could afford to cover a node no matter.. Making less just means less for everyone and easier for 1 large faction to grab them up, making them the ultimate to be dealt with. And you know where this is going, as no one can seem to deal with that faction. Or no one wants to as its difficult to pvp or raid..

Trade would be much better if everyone could have a shot at what few right now have, and that's 10% purity nodes, or the ability to make things more pure.. If the devs increase purity to where you can make things 10% pure in a matter of a few weeks, and 20% pure in a month or so, or less with hard work then trade would flourish. People would sell purity from 5% to 20% and all varying prices and competition. Then we should be able to make things as pure as 90-100% with a year of work..As opposed with the last year of work to get things to 20% from what I read.. And that 20% is far fetched this world since no one has that legasy humus from the pre patch of April 2013..

You have to think that from April 2013 - Feb 2014 the purity that was achieved was only about 13-15% (from what I read). That took that long to reach, this world I don't think 13-15% will be reached for about 2 years as current system. It just makes sense that you can't go faster than the last world..

A few more moot points I will bring up.

1. Nothing in the world is over 10% pure that occurs naturally, maybe 11% if your lucky, but mostly 10% or less.
2. RNG for trees and planting is so small that what you gain in one harvest you might loose the next one or down the road.
3. People will be hard pressed to get to humus anywhere near 10% due to the fact that worm purity will greatly depend upon natural purity. RNG for crops and pumpkin flesh won't magically get you 13% worms.

4. So this world as of the way it stands will work with less than 10% pure worms,trees,crops unless someone explains that alchemy can do more than what it seems it can do.. The way I understand is if something is pressure cooked it raises the 2nd highest up to the first, then you put it in the alblemic to make one color go to 0 but that only happens on things that can refresh themselves of the chemically unstable debuff (aka turkeys). or tree sprouts?

5. I see purity right now as being "soft-capped" at 10% since going over that requires a truck load of work most will give up in doing.
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Re: Who has rights to Boston?

Postby Feone » Sun Jun 22, 2014 8:50 am

Dammit wrote:
I think overall people don't like purity nodes, as it just causes things to be not what the game is meant to be.. Why should you have to find one specific spot? Why would need to find one specific mountain? Or one specific lake? It's just not realistic or feasible in this type of mmo. Making the nodes larger would not keep people from blocking them, the fact is that some people on this game pay over 20,000 silver per month for base upkeep, I would think they could afford to cover a node no matter.. Making less just means less for everyone and easier for 1 large faction to grab them up, making them the ultimate to be dealt with. And you know where this is going, as no one can seem to deal with that faction. Or no one wants to as its difficult to pvp or raid..

Trade would be much better if everyone could have a shot at what few right now have, and that's 10% purity nodes, or the ability to make things more pure.. If the devs increase purity to where you can make things 10% pure in a matter of a few weeks, and 20% pure in a month or so, or less with hard work then trade would flourish. People would sell purity from 5% to 20% and all varying prices and competition. Then we should be able to make things as pure as 90-100% with a year of work..As opposed with the last year of work to get things to 20% from what I read.. And that 20% is far fetched this world since no one has that legasy humus from the pre patch of April 2013..

You have to think that from April 2013 - Feb 2014 the purity that was achieved was only about 13-15% (from what I read). That took that long to reach, this world I don't think 13-15% will be reached for about 2 years as current system. It just makes sense that you can't go faster than the last world..

A few more moot points I will bring up.

1. Nothing in the world is over 10% pure that occurs naturally, maybe 11% if your lucky, but mostly 10% or less.
2. RNG for trees and planting is so small that what you gain in one harvest you might loose the next one or down the road.
3. People will be hard pressed to get to humus anywhere near 10% due to the fact that worm purity will greatly depend upon natural purity. RNG for crops and pumpkin flesh won't magically get you 13% worms.

4. So this world as of the way it stands will work with less than 10% pure worms,trees,crops unless someone explains that alchemy can do more than what it seems it can do.. The way I understand is if something is pressure cooked it raises the 2nd highest up to the first, then you put it in the alblemic to make one color go to 0 but that only happens on things that can refresh themselves of the chemically unstable debuff (aka turkeys). or tree sprouts?

5. I see purity right now as being "soft-capped" at 10% since going over that requires a truck load of work most will give up in doing.


I'm not sure what your point is. You are mixing up current state and proposed additions randomly.

If any location can, with work, be raised in purity then there is no incentive to have purity alts everywhere. Alts are a pain to work with if they are just for hauling items. Almost everyone would prefer raising the option in base instead. Having purity based around landmarks does reward players for settling in a good initial location though, as it's one less thing to do.
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Re: Who has rights to Boston?

Postby Dammit » Tue Jun 24, 2014 7:53 am

The sum of my rant is this. I have not played long but even an idiot can tell this purity system is broken beyond any minor repair.

I see many threads about different issues in different places with purity, it's not just one small problem or one big problem.
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