Salem - Future

Announcements of major changes to Salem.

Re: Salem - Future

Postby jwhitehorn » Wed Dec 04, 2013 12:16 am

gacekssj4 wrote:I agree with you. If you have few semi-casuals up with you, you can run just fine. But that perma death makes you trust noone...


No, There are entire cities where every player trusts every player. I trust my Tribe with my life, always have, always will. Its your own failure and inability to trust people that leads to your demise. Perhaps your mis-trust is correct because you chose stupid friends like natorious. However, because you are a terrible judge of people and friends is NOT a fault of the game itself. There is no way to change this game so that you choose better friends and trust more people. You need to change YOURSELF to learn how to identify ***** from good people. Until you do that there is no game mechanic that can help you.

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Re: Salem - Future

Postby jwhitehorn » Wed Dec 04, 2013 12:18 am

gacekssj4 wrote: I'm just too stupid for this game, too lazy to learn all mechanics and how to use them for my profit.


Yes. This is the first true thing you have said. This game does not cater to stupid people. But the "Stupidity" that causes failure in this game can be overcome if you are willing to branch out, learn, and get better. Unfortunately, it is human nature to just give up and do something else when they realize they are bad at something or that it will require them to educate themselves to be successful. I'm sorry once realizing you were too stupid for this game you chose to quit. I would argue you should educate yourself, get better, become a better person and a better player and then you might find that Salem is the perfect game for you.

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Re: Salem - Future

Postby jcwilk » Wed Dec 04, 2013 12:23 am

gacekssj4 wrote:Anyway, it's also boring to play alone. And there is no1 to trust... and rly... 25 peopl on whole server online... there is no1 to play with!!

This game is not about finding friends and creating/crafting. This game is about griefing and looking for best ways to defend against griefers :)


So hermit up, find some loosely-trusted friends to trade with, or let trades cool off for a few days before storing them in your base, and build side bases with some of your more trusted friends. If they betray you, you lose a secondary/tertiary base, have a good story to tell, and know now not to trust them.

This game is absolutely about finding friends, but it's not something you get for free, you have to work for it.
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Re: Salem - Future

Postby gacekssj4 » Wed Dec 04, 2013 12:36 am

jwhitehorn wrote:
gacekssj4 wrote: I'm just too stupid for this game, too lazy to learn all mechanics and how to use them for my profit.


Yes. This is the first true thing you have said. This game does not cater to stupid people. But the "Stupidity" that causes failure in this game can be overcome if you are willing to branch out, learn, and get better. Unfortunately, it is human nature to just give up and do something else when they realize they are bad at something or that it will require them to educate themselves to be successful. I'm sorry once realizing you were too stupid for this game you chose to quit. I would argue you should educate yourself, get better, become a better person and a better player and then you might find that Salem is the perfect game for you.

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I would... really would... but everytime i get to point where I can start experimenting with something (lie food etc) its being trashed. For me to catch up with you, old and legacy players, it reqiores a really hard and demmanding play - not saying luck in finding legacy items. Where I have to be mentally prepared to get everything i own disappear over one night.

Unfort. I'm not so stubborn to do so :)
PS: Even tho I detest all of people who trash work of others I really envy and admire all who managed to get so hight in this game.
That's why I think game should be more balanced and bit easier. To make game more accessible for new players, who don't have so much knowledge about game mechanics. That game, at this and current state requires people to learn alot... maybe too much.

You don't agree, do you? :P
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Re: Salem - Future

Postby jwhitehorn » Wed Dec 04, 2013 12:45 am

gacekssj4 wrote:I would... really would... but everytime i get to point where I can start experimenting with something (lie food etc) its being trashed. For me to catch up with you, old and legacy players, it reqiores a really hard and demmanding play


No. It doesn't. It requires you kill A SINGLE BUNNY RABBIT a day. That is not demanding play. That is something a small handi-capped child and/or retarded primate escaped from a zoo could do. When you are ready to elevate yourself to that level of gameplay let me know.

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Re: Salem - Future

Postby jwhitehorn » Wed Dec 04, 2013 12:59 am

Update.... Gace attempted to take the conversation to PM's. By the time we got to "Being fat is a disease" part of the conversation I realized there was no help for this person.

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Re: Salem - Future

Postby joshnpk » Wed Dec 04, 2013 1:37 am

I've Been playing this game on and off since they first let people in and I have never spoke to or teamed up with anyone in game and I have never had any trouble. If you do a little bit of research, leveling to a reasonable point doesn't take that long, and as long as you don't build your settlement somewhere that's an hour's walk or so from Boston then you'll most likely be fine. You also don't have to log in everyday, if you don't check something or even if someone kills you while your in or out of game it doesn't matter, the times you played the game before you got killed or got (insert item) stolen I'd assume you'd had fun, and unless someone can go back in time and erase that then you haven't lost anything. Also what makes it so fun in the first place is the fact that it all can just be lost so everything you do is more meaning full and therefore is a lot more fun.
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Re: Salem - Future

Postby belgear » Wed Dec 04, 2013 2:36 am

As Above, so Below created a snow-ball that it is impossible to curb. A faction should have the capability of controlling a whole server, but the opposition should also have the capability to rise up. Under current systems there is no such chance, thus the game has no potential. If there is no way for a new faction to rise in a faction based permadeath PvP game then there is going to be no new playerbase and everyone except the 5-6 groups that have unachievable stuff are going to have an exceptionally boring playing experience.
So, in its state, the game is a lot like life - a constant grind where 90% of the people have to put in twice as much work to get to half the place the 10% that have already are. Unlike life though, people have the option of just not participating (so they won't)

A to B.

In the end it doesn't really bother me, but that is the whole advantage of being one of those that have.
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Re: Salem - Future

Postby MagicManICT » Wed Dec 04, 2013 4:28 am

Tylan wrote:
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.


Seeing as nobody has said a word about this, I really think it should be commented on.

Sure, these nice things are great and all. They help keep the morale of the players up and all that. However, they take time to implement. We only have two people working on the game itself. One is a designer, the other is a programmer. Two people can only get so much done, and when core systems need to be redesigned, is coming out with more fluff that is then going to have to be redesigned going to help things or just make it harder?

I think some of this is Seatribe's fault, other problems lie on Paradox. Things aren't ideal, not totally FUBAR. The partnership was good and the fact that Seatribe is still running instead of completely shut down says a lot of Paradox and of the devs. I think as long as we're here, jorb and loftar will continue plugging along. It might not get here as fast as we'd like, but it will get here.
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Re: Salem - Future

Postby Tylan » Wed Dec 04, 2013 5:41 am

MagicManICT wrote:Sure, these nice things are great and all. They help keep the morale of the players up and all that


MagicManICT wrote:I think as long as we're here, jorb and loftar will continue plugging along. It might not get here as fast as we'd like, but it will get here.


I apologize if this looked like a request for fluff. I don't want fluff. I don't want a new inspirational to hunt for or create every week just to cure some kind of addiction to new content and I don't want more hats. I want wood plugs and nails to have purity or the litany of other things that dragged the game down for so many people after such promise. Maybe the occasional announcement about what jorb ate on Tuesday for breakfast and the barest of teasers on what his current ideas are for the direction of Salem.

But since small fixes are notably seldom and usually occur with large overhauls and Jorb plays his cards close to the chest with his intentions so as not to have to deal with the "BUT YOU SAID!"ers, what more can the community hope for but some new neck slot item that grants +100 to influence on crops harvested while wearing it.

In short, some people have fathers who express their love in deep and meaningful ways. Others have fathers who send them the occasional gifts in the mail. It feels like our father is in bed with someone to whom we aren't being introduced and the last time we heard from him was a text message that said he was divorcing mom. Sure, dad #2 isn't winning any awards and we'll still need counseling, but at least we know he cares enough to send a card.
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