Mereni wrote:Salem shouldn't have to try to cater to everyone by completely changing it's mechanics to include PvE.
Anyone who fights a cricket, bear, bunny, etc. or goes searching for resources to craft an item is engaging in Player versus Environment. What is your definition of PvE?
Mereni wrote:Someone playing Salem with no chance of being murdered by another player is no longer in a survival game.
I disagree. Surviving doesn't imply player-killing. To survive is to continue living after the occurrence of some event. If you stumble off a cliff or get caught in a mineshaft cave-in, you should die. If a bear doesn't maul you to death, you are lucky. If you escape from a pack of hungry wolves, you are fortunate... or faster than your traveling companions. I would not be against adding more aggressive predators to Salem, and not euphemistically.
Mereni wrote:Even you yourself said you like the survival element, so why are you arguing against it?
I am not arguing against the survival element. I am against arbitrary murder. See above.
Mereni wrote:You mention it being called the Crafting MMO. Sorry to break this to you, but that was a slogan put in by Paradox, who are completely gone now.
That does not invalidate my claim that at the time of my registering it was called the Crafting MMO.
Mereni wrote:Salem was never meant to have crafting as it's primary element.
Where is your proof of this?
As it was originally referred to as the Crafting MMO, I would be inclined to disagree with you.
Mereni wrote:the core of the game revolves around protecting the things you have made from others or trying to steal the things others have made. You just can't make that optional.
This sounds more like your opinion, but if you can provide some evidence other than a bandwagon logical fallacy, I will listen. Let me reiterate, though, that without any PvE in this game, PvP would be relegated to fisticuffs in starting gear.
This game would still be entertaining on a PvE server. If it's the only way to escape murderous neighbors, then let there be a PvP server and a PvE server, the only difference being the PvE server has attacking other players toggled off, so to speak. If every server must have PvP as you insist, then make it consensual, only for designated regions, or have some sort of legal repercussion—such as wanted posters with bounties or excommunication from civilized society or something else I don't have the inspiration to come up with at the moment.
troubleis wrote:First off I want to say although I don't do much PVP I still love the full loot permadeath aspect of this game. I do believe there should be more protection for those who don't want to participate in PVP, while still having the threat of being killed at anytime a very real possibility. Without the fear of permadeath, the game changes quite a lot, and not for the better in my opinion. The idea of militiamen is an interesting idea, they could sign up in Boston to be militiamen, where they gain the ability to kill anyone with a criminal debuff while incurring no penalties themselves. Militiamen would be unable to engage in PVP with anyone without a criminal debuff. Another idea would be to start a bounty system similar to what's in EVE. Another idea could be to implement a criminal/vigilante system similar to what they use in Ashen Empires ( or at least they used to, its been a while since i played). In that system the more crimes you commit the more criminal you become, on a semi permanent basis. VERY slowly your criminal meter goes back to good. Vigilantes (people without a criminal history) can freely attack criminals, but if they attack other vigilantes then they become criminals. That game had separate towns for criminals and vigilantes, because the guards would attack you if you weren't the correct alignment. Although I'm not sure that we should split up the already small player base with separate towns, but its just something to consider. While I believe in full PVP, I think it's a bit too chaotic, especially for the new players.
You have some thought-provoking ideas, and I agree with a lot of what you say. The bounty setup could work maybe. I like the thought of wanted posters placed around town, stating who, how much, any accomplices, and their suspected or known location. Though I'm not sure about having two separate factional towns based on the proliferation of one's criminal activity. That is possibly more divisive than murdering your fellow settlers.