nonsonogiucas wrote:
I'm not a veteran. I'm far from having experienced the fullness of the game as it is. However I feel the cause is a bit more systemic then what, at first glance, seems you are referring to.
I'll try to explain, if I fail at that feel free to ignore me completely. I just want to clarify in advance that I'm actually trying to be constructive in the attempt to extract a "design analysis" (I know it sounds pretentious... sorry about that) out those statements.
Fair enough. Keep in mind though that many people have been here longer than you and as such many people have experienced a game and systems that in many ways were improvements over the systems currently implemented. To put it plainly, a man never misses what he doesn't have. Therefore, it wouldn't surprise me in the least if you lack the perspective to realize what you are missing that the veterans might call out for. (no offense).
nonsonogiucas wrote:1. Frustration that they cannot achieve 50%+ Purity.
Why? I mean, why should I want to achieve "50%+ Purity" so bad that I'm frustrated I can't? Is there some meaningful end-game content that I cannot experience or it just is too hard to experience without items of 50%+ purity? What should, say 70% purity on items, give to a character?
Purity was once the end-game content. Once you have made every item in the game, and have every skill in the game. What are you going to do? How long are you going to stick around when you have seen and done it all? Purity was a means to give incentive to do it all again and make it BETTER this time. This was made worth it by nice multipliers to the goods. I feel those multipliers were a bit too high, but still the reward was worth it. There was very much a purity market and purity goods were in demand. So I guess in short, anybody who isn't currently interested or fixated on purity simply hasn't gotten to the last frontier that is purity.
nonsonogiucas wrote:2. Boredom that they have all skills.
If I have all the skills doesn't it actually mean that I can experience every single aspect of the game? Isn't it a bit like saying that, apart from character progression, there is little else to do in the game?
There are plenty of things to do. But players generally play MMO's for a feeling of advancement. Skills are the single largest bump in advancement here. Humours go up slowly, proficiencies slowly, terraforming slowly, purity slowly. Everything in Salem is a slow crawl to a finish line that is really only defined by a players own will and desire to declare it a goal in the first place. Skills are the one thing where you can point to it and say "Look here. I'm suppose to get this. And when I do, the game changes dramatically". So why would we want a player to reach the end of this in as little as 60 days.
nonsonogiucas wrote:3. Frustration that many proficiencies cease to matter on their values.
Same as 2, does it have to matter? Will it make a huge difference? If I find that raising a proficiency (or any kind of stat in any game) just doesn't give me any significant benefit I just stop doing it and I concentrate on something else... tactics perhaps? Growing a community with a goal maybe? I still believe we are saying that there is not much to do here apart from out-growing all other characters stat-wise and that isn't even beneficial cause from a certain point onward is just higher numbers really...
Character progression does not have to matter. But I think you will find in almost all enjoyable titles it does.
nonsonogiucas wrote:4.
Boredom that animals almost always drop the same exact thing every time.I hope you are referring to quality of the drop... but wait isn't purity of the drop already a quality indicator? You are not saying you want wild animals to drop random equipment or silver right? (I'm actually kidding on this, I'm sincerely convinced you are not

)
A deer should definitely drop a fiery sword of angry beaver. It should also roll random properties between 1-100 and be 3-5 times the size of your character so you look extra special and cool. j/k! You are right I'm not implying that animals drop equipment or silver. I AM saying that butchering, hunting and the entire experience would be a lot more interesting if there was always that small chance of something super special. I will save those super specials for the actual patch as it is one of the earlier ones. If you had 20-40 different monsters to hunt I would say this would not be as important but currently lack of monster diversity must be mitigated by item diversity in our opinion.
nonsonogiucas wrote:5. Frustration at the early-game in general and the learning curve.
I totally agree on this and I'm thrilled to know how do you plan to facilitate the early-game experience.
Better Tutorials & Interfaces. Less Headaches (I'm looking at you tinder drill).
nonsonogiucas wrote:6. Frustration you can't be a witch.
I admit it, I'm totally ignorant on this subject... what should I be able to do as a witch? I kind of grabbed an earlier post where witches were described as the "paranoia inducing element" of the game but I fail to see how this will translate in gameplay terms. Will the witches be some kind of solo players hunted by everyone else? Or maybe a faction of their own with a different agenda and a specific reason for infiltrating towns (but then you can't really wear a pointy hat can you..)? Or is it just some kind of spellcaster "class" so that each town will have their own witches?
In most cases solo players hunted by everybody. Not spellcasters. There is a mechanic in place that makes sure a witch is not safe-guarded in a town. now if she has joined one to have easier prey to curse and hex may be a different story.
nonsonogiucas wrote:7. Boredom after raising turkeys given no other animals to keep and maintain.
I'm ok with diversity. I'm also ok with giving players diverse reasons to engage in the game so thumbs-up to the "farm mini-game" expansion.
At the cost of looking rude however, I would just argue that unlocking content is just another form of charcter progression, gameplay interaction is what matters to me the most. If every different animal/crop needed an, even slightly, different minigame to engage in and then in turn was used to unlock some kind of different mid- or end-game mechanic (maybe combat stances supported by food types? going wild with imagination here...), now that would be really interesting imho.
I think we can call content and character progression two very different things. Animal Husbandry is being developed with a little bit of bragging rights and showmanship element to it as well.
nonsonogiucas wrote:Now I will try the really difficult thing, and probably cover myself in shame even more in the attempt: Is it correct to say you are implying that frustration comes from (A) a weak correspodence between charcater development and unlocking meaningful ways to interact with the game and (B) a substantial lack of meaningful gameplay to engage in altogether when character development starts to become a slow crawl?
I totally twisted your words didn't I?
I do see your attempt to get me to focus my attention to the "What comes Next" after I have maxed out my character. However, the beauty of Salem is that you cannot max out your character. Now it is our job to make sure advancing him is always fun and desirable.
nonsonogiucas wrote:Thing is I have this idea nagging at me that the only thing that really unlocks by raising proficiencies is the ability to raise humors and raising humors is needed to physically beat up other players (ok breaching walls and then beat up other players)... and that's what the game is all about right now am I right? (which is not necessarily a bad thing, maybe in the current state of things is just not that interesting after a while)
Cheers to the new devs! YAY!
You are correct. For many players the game boils down to just being stronger than the other guy. We don't want to stop that. We do want to make sure that players not interested in that don't leave the title proclaiming they beat it simply because it has less than a few short months of progression to achieve.