Game Development: A Fortunate Providence

Announcements of major changes to Salem.

Re: Game Development: A Fortunate Providence

Postby naosnule » Mon Feb 24, 2014 4:43 pm

gregl26 wrote:
jorb wrote:As you shift into more advanced foodstuffs you should start seeing the debuff grow significantly longer.


So what you are saying is screw the early game because in 3 months it won't matter? I'm sorry but a system that tells ppl that play with no set sched to go f themselves is dumb. This week has just been a bad week gametime wise for me. I have had social events, partys (heaven forbid) great gig opportunities, which is when a band plays music for people, and various other real life stuff going on. Next week though imma prob catch up with all these fools. Oh wait I can't because you put an arbitrary throttle on humour growth. Good job. This is why we worship Loftar now.

Everyone who actually plays your game understands this. Please log in and make a character, join a town, anonymously, and build your char. It will quickly become annoying as hell to you to humour your char at a rate equal to your town-mates unless you live your life on a perfect sched.

There may be a week when I play 2 hours because I'm a pretty awesome guy and I am doing awesome things. The week after that though I might play 100 hours because I have time to kill and I like games. Your system with the full and fed-up debuff wrecks anyone that is not able to be at their comp on a regular basis.


It is made up by the fact that you have Chief on your side.
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Re: Game Development: A Fortunate Providence

Postby p0sTpWnEd » Mon Feb 24, 2014 7:36 pm

I like the debuff. Gives us smaller fish a chance to catch up vs. the giant groups like the tribe.
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Re: Game Development: A Fortunate Providence

Postby Mushibag » Mon Feb 24, 2014 7:38 pm

p0sTpWnEd wrote:I like the debuff. Gives us smaller fish a chance to catch up vs. the giant groups like the tribe.

No, it really doesn't. It actually does quite the opposite.
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Re: Game Development: A Fortunate Providence

Postby solitude_stalker » Mon Feb 24, 2014 9:18 pm

Kandarim wrote:
Binks wrote:
solitude_stalker wrote:I also agree that this new system was meant to support alt making so that ppl ud have more than one good character and so when some1 dies, they will be less likely to rage quit. ;)

Actually I think people are more likely to quit when they get killed this time around.


This.

If you now lose your character but still have an established base, you cannot any longer get back on your feet in a matter of days. The time it takes to get back to the point you were previously is now just as long as it took you to get there in the first place (or the reduction is so small as not to matter much).


I can see your point. And in case of some1 like me, who is a casual player, it might be true. But for hardcore players, who play a lot, are bound to have more than one characters, and of about equal stats. therefore, when a fight between two major factions occur, the losing faction will still have a considerable amount of alts left to hide, grow and then retaliate. this will help in balancing power between major factions and also deter people from committing excessive crimes?? maybe. I am being hopeful here.
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Re: Game Development: A Fortunate Providence

Postby jwhitehorn » Mon Feb 24, 2014 9:50 pm

Mushibag wrote:No, it really doesn't. It actually does quite the opposite.


This. People I murder now really should quit because ***** having to do all of this all over again. Prior to this update I could actually look down on quitters.

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Re: Game Development: A Fortunate Providence

Postby Mereni » Mon Feb 24, 2014 10:15 pm

solitude_stalker wrote: But for hardcore players, who play a lot, are bound to have more than one characters, and of about equal stats. therefore, when a fight between two major factions occur, the losing faction will still have a considerable amount of alts left to hide, grow and then retaliate. this will help in balancing power between major factions and also deter people from committing excessive crimes?? maybe. I am being hopeful here.



Actually, it does nothing in that regard. The powerful factions, if there are more than one, will fight each other, sure. But the difficulty of creating new characters does nothing to deter any raider from attacking any rich looking hermits they come across, and it does nothing to deter said raiders from killing the hermit, should he log on at a a bad time or fail to escape if online during the raid.

And, the more factions there are, the worse it will be for the neutral player, as those who want to be strongest will attack anyone they think is weak to take their resources to further their own growth. This is the ultimate reason why the Treaty exists. It's the Tribe's way of making sure that those who want to just be peaceful hermits, can have the protection they need to do so. In the end, it'll be the players, more than the game mechanics, that determine how dangerous or peaceful a server becomes.
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Re: Game Development: A Fortunate Providence

Postby Tylan » Mon Feb 24, 2014 10:15 pm

As happy as I am to have any kind of content swimming through the channels, I agree. This system is very flawed and, given a few months, will show its true colors when people can't stomach the idea of starting over given how steep of a time investment this latest update requires compared to the last.

Easier gluttony, thumbs up. New content (bark, inspirationals, foods), thumbs up.

Time constraints aren't the way you fix the big guys from getting bigger than the rest and they aren't enough of a deterrent from crime. When the big guys are able to sweep through the map, you'll have Plymouth all over again if you don't in some way discourage the killing of characters, especially characters with a noticeable difference in biles than your own.
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Re: Game Development: A Fortunate Providence

Postby RonPaulFTW » Mon Feb 24, 2014 10:33 pm

Tylan wrote:When the big guys are able to sweep through the map, you'll have Plymouth all over again if you don't in some way discourage the killing of characters, especially characters with a noticeable difference in biles than your own.


I think the jury is still out on whether or not the defense and crime debuff changes will accomplish just this.

If you only get five concurrent crime locations and you can't move homestead for x days - I think you will choose who you raid and when more carefully.

The increased time to glutton will also make critical bile hits from braziers more painful to recover from.

With the cheaper walls and with one brazier now accomplishing the power of 15 previously - I suspect you will soon be back complaining about how OP defenses are.
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Re: Game Development: A Fortunate Providence

Postby Tylan » Mon Feb 24, 2014 10:55 pm

RonPaulFTW wrote:I think the jury is still out on whether or not the defense and crime debuff changes will accomplish just this.

If you only get five concurrent crime locations and you can't move homestead for x days - I think you will choose who you raid and when more carefully.

The increased time to glutton will also make critical bile hits from braziers more painful to recover from.

With the cheaper walls and with one brazier now accomplishing the power of 15 previously - I suspect you will soon be back complaining about how OP defenses are.


Regarding the five crime locations, I didn't read it as meaning you could only commit crimes against 5 different claims but rather than you would only have debuff counters max. The wording seems vague in the patch notes on how everything will apply, so we'll see how it works when we get there.

However, as presumably OP as defenses may become, that works both ways. If my raider makes it back to the vault, then whoever's base just received a thrashing will have to bust down my door to then get at me. The amount of evidence is meaningless and, assuming the raider knows what they're doing/is part of some kind of organized group, it won't matter how much evidence lowers the buff. This crime nerf only encourages retaliation by faction enemies or, if they come back into fashion, Rangers, but does not discourage the big fish from eating the little fish. I'm not sure what this very specific complaint has to do with a future complaint about base defenses considering I'm arguing not for the powerful but for the weak, that they won't have to deal with the current system's huge time sink in reestablishing themselves.
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We write as a defense against the void, against the unknown that is the other side of death.
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Re: Game Development: A Fortunate Providence

Postby RonPaulFTW » Mon Feb 24, 2014 11:03 pm

Tylan wrote:I'm not sure what this very specific complaint has to do with a future complaint about base defenses considering I'm arguing not for the powerful but for the weak, that they won't have to deal with the current system's huge time sink in reestablishing themselves.


I'm arguing that anyone with some competence should be able to easily have adequate defenses. Even hermits.
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