PvP Insight/Heads UP

Announcements of major changes to Salem.

Re: PvP Insight/Heads UP

Postby JohnCarver » Tue Dec 02, 2014 7:39 pm

tweenprinc3ss wrote:I like a lot of this in theory, however, I think the SUPER high required for the murder skill should be a lowered a bit. This new system already makes it incredibly hard to be a criminal, why not make it easier for baddies to get the skill, thus giving them the option of putting some scents out there.


I disagree, Its still super easy to be a criminal. It is simply hard to be a murderer. There is a difference.

tweenprinc3ss wrote:Will this still require the criminal skill, Larceny?



Yes

tweenprinc3ss wrote:I do not quite understand this. Seems to me the options are, Get summoned and fight at the trial, or run and get summoned and fight at the trial. As I see it there is 1 option, get summoned and fight at the trial.

Also, I am concerned that without some kind of invulnerability for a few seconds when summoned, as the criminal loads in they will not have to time react to the mob of players waiting for them. When there is a lot going on it can take a good 10-20 seconds for an older machine to load up the game. What stops the mob from taking advantage of this time the criminal is waiting for loading..


Indeed, It is important to realize that at one point in development the act of getting summoned to the Trial simply 'killed' the criminal. It is more of a novelty that you have the opportunity to fight or 'run' after the summon and isn't all that important to me in the grand scope of the system. The 'real' intention here is that criminals either A) are in a gang that can reasonably put up a fight against whatever 'mob' of people has formed to go after them. At which point it comes down to if players can 'sneak' one of these in, and how vigilant that gang is. or B) The solo murderer who cannot win in open combat against his enemies is in a near constant state of running around changing leantos, hiding in the wilderness, and generally becoming as difficult to 'continue' to track as possible. B is certainly a depressing thought for the criminal on the run, but so is somebody who is murdering innocent players who doesn't have the 'power' to back up his action when Justice shows up at his doorstep.
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
User avatar
JohnCarver
Site Admin
 
Posts: 6826
Joined: Fri Jun 06, 2014 3:02 am

Re: PvP Insight/Heads UP

Postby Claeyt » Tue Dec 02, 2014 7:41 pm

JohnCarver wrote:No. Decay will only happen on totally unclaimed land. No longer does it effect claims, even if they are not paid..

Wow. Well this should be interesting. Honestly this might be the biggest change to the game that we'll physically see on the server. All those decayed bases are just going to stay there until a thief with no fear mans up and takes the hits.

JohnCarver wrote:I disagree, Its still super easy to be a criminal. It is simply hard to be a murderer. There is a difference.s

Maybe I misread something somewhere, can TbC's only be built against Murderers and Wasters or can they also be built against those who use Battery and Larceny? I read it that TbC's can only be built against Murder and Waste.
Last edited by Claeyt on Tue Dec 02, 2014 7:44 pm, edited 1 time in total.
jorb wrote:(jwhitehorn) you are an ungrateful, spoiled child


As the river rolled over the cliffs, my own laughing joy was drowned out by the roaring deluge of the water. The great cataract of Darwoth's Tears fell over and over endlessly.
User avatar
Claeyt
 
Posts: 5166
Joined: Mon Dec 24, 2012 4:02 pm

Re: PvP Insight/Heads UP

Postby JohnCarver » Tue Dec 02, 2014 7:44 pm

Scilly_guy wrote:The reason for the skill being so hard to get is because scalping them rewards with store credit. In effect meaning it is possible to gain real world currency from in game effort. Perhaps 350 is too high, but whatever value chosen has to be high enough.


Exactly.

HolyLight wrote:
What about players who use a claimstone as there homestead ?

will we persist in the world?


No, a claimstone counts as a leanto for this system.

Claeyt wrote:Wow. Well this should be interesting. Honestly this might be the biggest change to the game that we'll physically see on the server. All those decayed bases are just going to stay there until a thief with no fear mans up and takes the hits.

Indeed. Also raiders will have to give a priority to bases depending on the 'odds' that somebody might find or care about the scents they leave at an 'abandoned' looking base.
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
User avatar
JohnCarver
Site Admin
 
Posts: 6826
Joined: Fri Jun 06, 2014 3:02 am

Re: PvP Insight/Heads UP

Postby AmmaBoss » Tue Dec 02, 2014 7:46 pm

Claeyt wrote:
JohnCarver wrote:No. Decay will only happen on totally unclaimed land. No longer does it effect claims, even if they are not paid..

Wow. Well this should be interesting. Honestly this might be the biggest change to the game that we'll physically see on the server. All those decayed bases are just going to stay there until a thief with no fear mans up and takes the hits.

You do know this patch will cause more noobs to be raided right it won't reduce crime really ( maybe reduce murders a bit)
AmmaBoss
 
Posts: 379
Joined: Thu Jun 06, 2013 1:15 am

Re: PvP Insight/Heads UP

Postby JohnCarver » Tue Dec 02, 2014 7:49 pm

Claeyt wrote:Maybe I misread something somewhere, can TbC's only be built against Murderers and Wasters or can they also be built against those who use Battery and Larceny? I read it that TbC's can only be built against Murder and Waste.

All summon-able scents except Witchcraft are currently summon-able at it. Just over different times. Witch-craft is intended to have its own mechanic but I may stick it on here as a placeholder until we get to that.

AmmaBoss wrote:You do know this patch will cause more noobs to be raided right it won't reduce crime really ( maybe reduce murders a bit)

It will indeed be interesting. Raiding is certainly 'more-viable' after this patch. One thing is for certain though, Rangering and the 'death' of criminals will be up an infinite amount as well.
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
User avatar
JohnCarver
Site Admin
 
Posts: 6826
Joined: Fri Jun 06, 2014 3:02 am

Re: PvP Insight/Heads UP

Postby trungdle » Tue Dec 02, 2014 7:52 pm

Big changes. What's wrong with permanent death? I see no trouble. How is that harder when silver is so easy to find? Go raid someone or ransom a bit and you're set. Really, I think it's more like nonsense talking. Keep advertising permanent death it is as true as ever. Every one can kill everyone now.
You thought I quit.
User avatar
trungdle
 
Posts: 1687
Joined: Sat Jul 12, 2014 7:20 pm
Location: Humble, Texas

Re: PvP Insight/Heads UP

Postby Claeyt » Tue Dec 02, 2014 7:52 pm

What about the stockades? Will people be able to be cursed by witches while in stockades?
jorb wrote:(jwhitehorn) you are an ungrateful, spoiled child


As the river rolled over the cliffs, my own laughing joy was drowned out by the roaring deluge of the water. The great cataract of Darwoth's Tears fell over and over endlessly.
User avatar
Claeyt
 
Posts: 5166
Joined: Mon Dec 24, 2012 4:02 pm

Re: PvP Insight/Heads UP

Postby Claeyt » Tue Dec 02, 2014 7:54 pm

AmmaBoss wrote:You do know this patch will cause more noobs to be raided right it won't reduce crime really ( maybe reduce murders a bit)

I highly doubt it. Leaving a scent is just asking to die now.
jorb wrote:(jwhitehorn) you are an ungrateful, spoiled child


As the river rolled over the cliffs, my own laughing joy was drowned out by the roaring deluge of the water. The great cataract of Darwoth's Tears fell over and over endlessly.
User avatar
Claeyt
 
Posts: 5166
Joined: Mon Dec 24, 2012 4:02 pm

Re: PvP Insight/Heads UP

Postby JohnCarver » Tue Dec 02, 2014 7:56 pm

Added to OP

--Disclaimer--
You have already seen cannons in various teaser screenshots. There are also multiple layers of walls and several other 'systems' and mechanics that will NOT be dropped this patch. This is because this set of PVP changes is intended for the balance of Providence, which in general is a slower paced, less-chaotic, more stable land. Expeditions are the near opposite of this. So this PvP picture, while nearly complete for the future landscape of Providence PvP is largely inspired as something that can 'work' for the expeditions as well once we throw a few more mechanics into those to round things out and really spice things up.

Those who want complete chaos will find that expeditions are going to be more their play style. Those who want complete safety while leaving crimes will find they have no home in Salem anymore.


Claeyt wrote:What about the stockades? Will people be able to be cursed by witches while in stockades?

No
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
User avatar
JohnCarver
Site Admin
 
Posts: 6826
Joined: Fri Jun 06, 2014 3:02 am

Re: PvP Insight/Heads UP

Postby trungdle » Tue Dec 02, 2014 7:57 pm

Use your own ranger to harvest the scene? Camp the site with pvp Alt?s
You thought I quit.
User avatar
trungdle
 
Posts: 1687
Joined: Sat Jul 12, 2014 7:20 pm
Location: Humble, Texas

PreviousNext

Return to Announcements

Who is online

Users browsing this forum: No registered users and 29 guests