Salem - Future

Announcements of major changes to Salem.

Re: Salem - Future

Postby gacekssj4 » Sat Nov 30, 2013 6:10 pm

jwhitehorn wrote:
gacekssj4 wrote:but those killed are reborn and play even tho are defeated (something that salem does not have and probably will not have).


The Chief was reborn 6 times after he was defeated. There are players who re-roll after death. Just the $hitty ones don't.

Chief PeePooKaKa
MM Tribe


Dear Chief PeePooKaKa

You're absolutely right. Can't agree with you more except naming terms.
I would change
Players who re-roll < Hardcores/no-lifes
$****** ones < Casual Players

I totally agree that every game should have some kind of hardness level (best example would be World of Warcraft, where it was well balanced @ beginning and how its made for kids today, so you can solo play everything).
And yes, I was playing alot WoW in old days, paying fees for 5-6 years without any problem. Because game was demmanding, entertaining etc. Now all hard work I put those years got destroyed with new updates. We were running a guild, were 3rd guild on server. And only guilds were synced well enough to get biggest raids done. Now every random team can... so whole community need lost its meaning. In salem you can't get a small community (town) up and make it bigger and bigger because you will never know who will stab you in back. I can't get enough of real life friends I trust to create such a city. Good for those who are able to. For me in games like this. it's most important thing. It's something that brings you back to the game. Salem in current state forces people to play alone, even tho theoretically its a MMO game

But for most people extend of this penalty because of failure is unbearable. We're not infused with great spirit and that makes our faith weak.
Does the great spirit really think that weak should cease?

PS: If game devs and playing players are fine with low server population, then it's fine by me. If you, players (not ****** ones) are able to buy that much of items so revenue would allow to compensate server run and development costs - it's fine!

However, with current level of people interest I'm not sure if its possible - but maybe that's only me because I'm not an expert in monetizing games. But for me for example 600 players play Salem (not sure how many actively play + you got to count people who play and will never spend any money - according to stats provided by Ubisoft only 5% pay for F2P games ). So 30 players spending around 20$ month gives us revenue of 600$ month! Dedicated server costs 100-200$. Let's say 100$. So astounding amount of 500$ are left for 2 devs working on game. Think 250$ each makes their living at really high level.

I think I overestimated numbers tho :).
I totally understand that this is still beta (it is, isnt it?) and game is being "polished". But those $hitty players are needed for your world to exist. $hitty ones get frustrated and tend more to buy items to be better, because you're one of those hardcores who rule the server.

How many people pay you your treaty?

Now, question. How much do devs spend on game development? I think it's less and less (see much less frequent updates and what they bring in... less and less). They have to feed themselves too, so they got to do more profiting works, not work on Salem. If you, Players (not $hitty ones) let abit of your amitions and allowed more people to play (i know, everyone is allowed to, but dont play dump, you know what I mean). Not to trash their work and make them play over and over (remember Trojanz? Think he was quite hardcore, but after you trashed him he also quit, its only a matter of time when someone's will will fall).
Then, game could bring more revenue, that means devs could spend more time (because time = money) developing game. That would mean more content and more updates. Making this game more lively and appealing.

Paradox "left sinking ship" like someone said... why? They didn't like idea? They knew it all along. Maybe they didn't like it wasn't paying back?

Maybe you think I'm a f... preacher who wants to make your game worse but that's not that.


Edit:
As I properly recall somone said game still needs to be balanced and is being balanced. That's why not many people play it.
There is some truth in this, maybe stripping 400 phlegm (legacy) players would bring more players to game.
But... find me a person in real world who could opose to 50 man? I think you will not (only on movies) be able to. Maybe solving problem of overpowered people would solve issue, but I doubt it.

I won't be commenting about performance problems of clients (Java ain't best choice for game client nor for server by me)
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Re: Salem - Future

Postby jwhitehorn » Sat Nov 30, 2013 7:17 pm

gacekssj4 wrote: In salem you can't get a small community (town) up and make it bigger and bigger because you will never know who will stab you in back. I can't get enough of real life friends I trust to create such a city. Good for those who are able to. For me in games like this. it's most important thing. It's something that brings you back to the game. Salem in current state forces people to play alone, even tho theoretically its a MMO game[/i]


This is also not true. The Tribe recruits brand new people we just met every month and we have more to lose in terms of material wealth than any other group on the game. Paranoia and wild forum rumors about not trusting anybody keeps people playing solo. It is the MM Tribe way of accepting new players, new blood, and fresh faces that keep our Tribal Lands the vibrant melting pot that they are today.

gacekssj4 wrote:However, with current level of people interest I'm not sure if its possible - but maybe that's only me because I'm not an expert in monetizing games. But for me for example 600 players play Salem (not sure how many actively play + you got to count people who play and will never spend any money - according to stats provided by Ubisoft only 5% pay for F2P games ). So 30 players spending around 20$ month gives us revenue of 600$ month! Dedicated server costs 100-200$. Let's say 100$. So astounding amount of 500$ are left for 2 devs working on game. Think 250$ each makes their living at really high level.

So you acknowledge that even if 30 people bought something the game would still be "profitable". The Great Spirit may not be living a life of luxury but it goes to show just how easy "profit" can be made here. If push came to shove the Tribe would buy buy 30 in-game items a month until the end of time just to keep our homelands from being shut down.

gacekssj4 wrote:How many people pay you your treaty?

There are over 100 Treaty Payers.

Your entire argument acts as if players don't have an opportunity to essentially play a completely PVE environment. They do. Its called Plymouth. They still choose to either play other servers or not play at all showing that the lack of population has nothing to do with PVP, permadeath, or politics and EVERYTHING to do with lack of updates, content, and development.

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MM Tribe
Admin for Salem Wiki • Make suggestions or complaints in the Wiki Suggestion thread
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Re: Salem - Future

Postby gacekssj4 » Sat Nov 30, 2013 8:14 pm

jwhitehorn wrote:
gacekssj4 wrote:However, with current level of people interest I'm not sure if its possible - but maybe that's only me because I'm not an expert in monetizing games. But for me for example 600 players play Salem (not sure how many actively play + you got to count people who play and will never spend any money - according to stats provided by Ubisoft only 5% pay for F2P games ). So 30 players spending around 20$ month gives us revenue of 600$ month! Dedicated server costs 100-200$. Let's say 100$. So astounding amount of 500$ are left for 2 devs working on game. Think 250$ each makes their living at really high level.


So you acknowledge that even if 30 people bought something the game would still be "profitable". The Great Spirit may not be living a life of luxury but it goes to show just how easy "profit" can be made here. If push came to shove the Tribe would buy buy 30 in-game items a month until the end of time just to keep our homelands from being shut down.


I think you simplify things a bit. No ide what are living costs in country of devs. But not sure if 2 people can live with that kind of salary.

As we all know one rule Tribe follows: Destroy enemy before he becomes more powerfull.
You think Tribe would rule server, if there was no perma-death? I think more players would try to opose you as they wouldn't need to start everything over and over. Because Tribe makes them move to start everytime somone goes near tribe.
That's not competition by me.


One story I witnessed with my own eyes... even one could say I was victim.
My friends ran a city, which you destroyed while advancing on Mushi village on your way.
It was razed, those people moved nearby (Natorious rings a bell?). After that we started playing (me and my brother). And got randomed near their base.
We got to know them. They were really nice people. Paranoic because of what happend.

One day your people came. On way destroyed our hard work of over two weeks of gameplay around 6 hours daily (not saying we didnt know what treaty was back then and no1 proposed it to us).
What your people came for.... it was our neighbours base. Why they came? Because somone told them they had high lvl pumking seeds. Who they blamed for it? Us! (we had no idea of their existence tho) We got nearly executed by them as spies.
(and yes, back then that low lvl that was "assisting" or more like running around and looking at how those 4 destroy everything was me, if they remember).

So in conclusion: we managed to get friends, some small base, we were having fun. Your actions destroyed our growing friendship and, one could say, "community". Not mentioning our base etc. We managed to get our characters safe tho and we played a bit more. But after that gameplay wasn't same. We lost friends we were coming online to talk to etc. :) We managed to find new place.... but when we were creating something one think were in my minds:
"What the hell do we do it for... tommorow there can be nothing again... so why work..." we tried to overcome it, but wasn't possible for our tiny souls it seems.
We stopped playing :)

Those are our tears and story... (omg, how some can be happy about it :) tearz teraz teraz everywhere!).
Why am I on this forum still? Maybe some of my soul is being drawn by unique system of this game, those emotions. But helplesness is so overwheling this :) We got no chance to stand against you. We got no friends to help us, we can't get new friends since they can belogn to tribe and we can't know about it. We will surely not submit to your law.
Maybe I would even play this game if i were sure to have my own place, not touchable by anyone. Maybe we would play if waste stone for homestead claim was in game and we didn't need to be online 24h. because 15m offline can mean = you get with nothing.

I treasure my time too much to waste it on doing same thig 1000 times without any sense. Making "alts" for storage purpouse is game exploting. We could do that but then again. There is possibility of securing your items. Why not make a bank or safe homestead instead?

Then again Chief, what is reason of low population on servers by you?

Tbh, this could go on and on. Because each of us describes how they would like to game to look like. It's like saying "Strawberries are better" and "No, Cherries are". These are my feelings about game, most of people i know got same. It only means game is not designed for them. And as I said earlier. It's your game, do as you want :) Wish luck it didn't fall (it does not have risen high so it wont hurt much tho :P )
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Re: Salem - Future

Postby Marlucia » Tue Dec 03, 2013 12:50 pm

To those who are blaming the tribe for the low population of Salem:

The game itself is flawed. Don't you see? The tribe is the best thing one could ask for in this type of game. Look at Haven and Hearth. There is always, ALWAYS a group of uberstrong players who take control of the server and destroy the work of others. Last time I played H&H it was the Russians wrecking everything. At least the tribe is being interesting and creative in the way they wreak havoc. The Chief is amazing.

The only way this problem could be fixed would be by removing permadeath and balancing out the time it takes to build things versus the time it takes to destroy them, and everyone knows the devs aren't going to do that. They don't think of the players very much, I think. Having control of the game, they probably do not know what it feels like to have months of work destroyed. They could build a huge base in ten minutes. So they can just sit back, watch forum drama and laugh.

The Tribe is not the problem. The game itself is. It's a shame, because it's a lot of fun to play and it definitely has potential. Ah, I yearn for the day we get a game like this one without permadeath and so much potential for griefing.
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Re: Salem - Future

Postby cannibalkirby » Tue Dec 03, 2013 2:17 pm

Marlucia wrote:To those who are blaming the tribe for the low population of Salem:

The game itself is flawed. Don't you see? The tribe is the best thing one could ask for in this type of game. Look at Haven and Hearth. There is always, ALWAYS a group of uberstrong players who take control of the server and destroy the work of others. Last time I played H&H it was the Russians wrecking everything. At least the tribe is being interesting and creative in the way they wreak havoc. The Chief is amazing.

The only way this problem could be fixed would be by removing permadeath and balancing out the time it takes to build things versus the time it takes to destroy them, and everyone knows the devs aren't going to do that. They don't think of the players very much, I think. Having control of the game, they probably do not know what it feels like to have months of work destroyed. They could build a huge base in ten minutes. So they can just sit back, watch forum drama and laugh.

The Tribe is not the problem. The game itself is. It's a shame, because it's a lot of fun to play and it definitely has potential. Ah, I yearn for the day we get a game like this one without permadeath and so much potential for griefing.


Perma death is not the issue
Ikpeip wrote:How can I be derailing my own thread?
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Re: Salem - Future

Postby alloin » Tue Dec 03, 2013 2:59 pm

To be honest, the 2 developers ARE THE PROBLEM !!!

They handle updates wrong, they handle the customers aka players wrong & more..
jorb wrote:all I see is misplaced machismo and a lot of very cheap talk. ^^

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Re: Salem - Future

Postby Tylan » Tue Dec 03, 2013 3:23 pm

alloin wrote:To be honest, the 2 developers ARE THE PROBLEM !!!

They handle updates wrong, they handle the customers aka players wrong & more..


Wrong is such a mean term. But things were definitely a bit more upbeat when we had a community manager.

TotalyMoo, you're our only hope!
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Re: Salem - Future

Postby neored9 » Tue Dec 03, 2013 4:07 pm

alloin wrote:To be honest, the 2 developers ARE THE PROBLEM !!!

They handle updates wrong, they handle the customers aka players wrong & more..


Wrong is an unfair word choice but this is essentially the heart of the issue.
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Re: Salem - Future

Postby Dallane » Tue Dec 03, 2013 5:00 pm

Tylan wrote:
alloin wrote:To be honest, the 2 developers ARE THE PROBLEM !!!

They handle updates wrong, they handle the customers aka players wrong & more..


Wrong is such a mean term. But things were definitely a bit more upbeat when we had a community manager.

TotalyMoo, you're our only hope!


That dude is a major reason things got ****** and we saw even less of the devs.
Please click this link for a better salem forum experience

TotalyMeow wrote: Claeyt's perspective of Salem and what it's about is very different from the devs and in many cases is completely the opposite of what we believe.
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Re: Salem - Future

Postby Tylan » Tue Dec 03, 2013 5:34 pm

Dallane wrote:That dude is a major reason things got ****** and we saw even less of the devs.


I disagree. I think that maybe Jorb used Moo as a crutch with community involvement to a point, however Moo delivered nice things. I'm not sure whether it was through developer motivation or Moo that Christmas, Thanksgiving, etc happened, but they happened under his watch. And things got "******" after the As Above So Below patch and the subsequent nerfings that happened afterwards, for the record.

Nice things, even small nice things, interesting nice things, and hopeful nice things, lift morale and let people know that the developers still have an ounce of give-a-damn about the community and the game. Moo, in that regard, was a nice thing, and an intermediary between the chaotic swirl of creation that is Jorbtar and the common folks.
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