PvP Insight/Heads UP

Announcements of major changes to Salem.

Re: PvP Insight/Heads UP

Postby jayt1990 » Tue Dec 02, 2014 8:01 am

JohnCarver wrote:
Lord_Avu wrote:Any chance to change the system so walls don't splash all types of inferior walls when they go down? It kinda makes people only build walls from strongest to weakest in to out which is both unrealistic and annoying and does not allow for a natural expansion of security. If someone can break brick walls they can certainly break plank as well so it shouldn't be all that bad for the attackers. And yes I understand that the same argument can be used for pointing out that it doesn't matter if the plank wall will splash the hedge wall since they could break the hedge anyway so build them in whatever order you want but some people are a bit ocd about maximum efficiency. Is there any aspect of splash I'm missing that prevents the removal of this annoyance?


The need for this is that players would alternate walls under your scenario. Brick, plank, stone, brick, plank,stone with SOLID layers of walls that never splash against each other.




Okay so I just wanted to make sure im understanding right and if you clarify this for me.

From when this patch is released it will only be optimal for players to build their walls from Strongest to weakest (*outter wall to inner wall) as opposed to the way currently everyone does it which is weakest to strongest?

I Would like to know because if thats the case this is some major tears as it would basically force everyone to rebuild all of their walls in the right order? and if this is the case is it intended to stay.
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Re: PvP Insight/Heads UP

Postby JohnCarver » Tue Dec 02, 2014 8:19 am

That is not accurate. After this patch, the system will stay as it is. You build strongest walls closest.
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.

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Re: PvP Insight/Heads UP

Postby Sinnerman » Tue Dec 02, 2014 9:10 am

Game loses any sense.
Sinnerman wrote:It's look like pay for play.

Character development more challenging than what you get when you raid some town.
You can spend a lot of time on character development and eventually be killed by 5 biles character which even don't have Cain & Abel but he has your evidences.
What sense from the walls if they are no longer protects a criminals? What sense of raids if you lose more than get? :lol: :lol:

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Re: PvP Insight/Heads UP

Postby Judaism » Tue Dec 02, 2014 9:39 am

I like most of the changes, however they are not going to make it up with the trail by combat system.

Crimes will be reduced to an extremely low number, murder will be off table for 99% of the cases. So it does not really matter how good the other changes are, they are irrelevant.

Nice try tho, nice try.
JohnCarver wrote:Mortal Moments Inc. is not here to cannibalize the community or piece out the code. We are not here because we wish to institute pay to win models or PvE servers. Quite the contrary.
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Re: PvP Insight/Heads UP

Postby alloin » Tue Dec 02, 2014 11:52 am

I like most changes, but there's always a thing I really dislike !!

I guess Salem will turn out in a game for another audience :cry:
jorb wrote:all I see is misplaced machismo and a lot of very cheap talk. ^^

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Re: PvP Insight/Heads UP

Postby hamai » Tue Dec 02, 2014 12:58 pm

So I have some alt-vaults I want to empty them as soon as I find a good place to rebuild my base.

1. Is it ok if I just empty them and don't delete them, since it costs to delete?

2. Some players use alts to sell stuff via the forum, do they need to be empty in order to not qualify as an alt-vault?

3. If a raider wants to splash attack and builds a wall AND claims the terrain, will the defender commit a crime by trying to destroy it?
Last edited by hamai on Tue Dec 02, 2014 1:03 pm, edited 2 times in total.
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Re: PvP Insight/Heads UP

Postby Judaism » Tue Dec 02, 2014 12:58 pm

alloin wrote:
I guess Salem will turn out in a game for another audience :cry:


I think they just should get rid of the whole perma-death in this case, they are really making it nearly impossible anyway. Whats the point of calling something perma-death when the actuall risks are scant.
JohnCarver wrote:Mortal Moments Inc. is not here to cannibalize the community or piece out the code. We are not here because we wish to institute pay to win models or PvE servers. Quite the contrary.
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Re: PvP Insight/Heads UP

Postby Lallaith » Tue Dec 02, 2014 1:13 pm

Judaism wrote:
alloin wrote:
I guess Salem will turn out in a game for another audience :cry:


I think they just should get rid of the whole perma-death in this case, they are really making it nearly impossible anyway. Whats the point of calling something perma-death when the actuall risks are scant.


There has been talk of adding timers before people can log out / port away. I think we really need those things now. Fair enough scented characters be put at higher risk, (though the trial by combat method is not to my tastes) unscented characters should also be easier to kill through encountering in the wild etc. for the sake of balance.
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Re: PvP Insight/Heads UP

Postby Xelsol » Tue Dec 02, 2014 1:14 pm

Judaism wrote:
alloin wrote:
I guess Salem will turn out in a game for another audience :cry:


I think they just should get rid of the whole perma-death in this case, they are really making it nearly impossible anyway. Whats the point of calling something perma-death when the actuall risks are scant.

So let me get this straight: It's okay for your average casual player to put hundreds of hours developing his/her character only for it to be perma-killed for no reason by a random bored raider, but it's not okay for a murderer to put hundreds of hours getting the ability to murder only for his/her character to have a chance at being perma-killed for killing other players by a ballsy ranger willing to put his/her character at risk?
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Re: PvP Insight/Heads UP

Postby Hose » Tue Dec 02, 2014 1:14 pm

pld dot kil me wit paythingkill :cry:
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