Game Development: Every Little... + Development Thoughts

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Re: Game Development: Every Little... + Development Thoughts

Postby Potjeh » Mon Jun 24, 2013 2:02 pm

You can't break a town claimed stick fence without a waste claim. By the time the waste claim goes online, the princess will be in another castle. It takes like an hour of grinding argos to get a town bell.
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Re: Game Development: Every Little... + Development Thoughts

Postby TeckXKnight » Mon Jun 24, 2013 7:15 pm

Potjeh wrote:You can't break a town claimed stick fence without a waste claim. By the time the waste claim goes online, the princess will be in another castle. It takes like an hour of grinding argos to get a town bell.

If anything isn't that grounds for raiding already facing too steep of a nerf as it is? When the balance between raiding and peace is lost, it always goes in favor of the raider, no matter who it was meant for. Defenses that trump offenses allow for dedicated combatants to win over peaceful players every time; with the exception of such extreme anti-raiding mechanics that raiding may as well not exist. You can make raiding so miserable and outright impossible that it effectively won't exist but that is not the goal of the game.
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Re: Game Development: Every Little... + Development Thoughts

Postby Potjeh » Mon Jun 24, 2013 7:35 pm

I think we're on the same page here. The main threat to a player is loss of infrastructure, rather than loss of a character. The vault-friendly mechanics we have going on means that one can raid while having his infrastructure untracable, which severely cuts the potential cost of an aggressive playstyle and thus promotes senseless griefing. The problem here is that the whole waste claim thing is a bad joke. The game must force raiders to reveal their infrastructure to have balance risks and rewards of raiding. A while ago I've suggested that defensive potential of an installation should be proportionate to the local civilization rating, which in turn should be proportionate to actual activity in the local area (planting, harvesting, eating, studying, building, etc.).
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Re: Game Development: Every Little... + Development Thoughts

Postby TeckXKnight » Mon Jun 24, 2013 8:36 pm

Potjeh wrote:I think we're on the same page here. The main threat to a player is loss of infrastructure, rather than loss of a character. The vault-friendly mechanics we have going on means that one can raid while having his infrastructure untracable, which severely cuts the potential cost of an aggressive playstyle and thus promotes senseless griefing. The problem here is that the whole waste claim thing is a bad joke. The game must force raiders to reveal their infrastructure to have balance risks and rewards of raiding. A while ago I've suggested that defensive potential of an installation should be proportionate to the local civilization rating, which in turn should be proportionate to actual activity in the local area (planting, harvesting, eating, studying, building, etc.).

Hrm. What if those bonuses were applied to offense instead? Raiding and other nasty activities gain bonuses from having an active and productive village to call home. Also make scents point you to the village that the raider was in when they did their nasty deeds. You can attach your raider to a vault and hide there but they'll be weaker in the form of higher crit chances on braziers, faster bbile loss, and a slight damage nerf when hitting walls or you can have them in a real village and they gave boons as opposed to penalties. Lets say the current structuring is 100%, penalties could be as stiff as reducing your effectiveness to 75% and losses/improved crit chance to 125% and bonuses could be the inverse of that.

Small time thieves don't take much of a hit since they weren't hitting towns loaded with braziers anyway, large time raiders are now inclined towards sticking to their main village, more justice and less qqing, and if you're going to make a dummy village to get the bonuses in the first place then you're effectively making a second active town.
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Re: Game Development: Every Little... + Development Thoughts

Postby Thor » Mon Jun 24, 2013 9:45 pm

I'm definitely going to alt vault a some kind of "starter kit" if everything plays out the worst.
Now with the pocket update, it can probably be done with only one alt. (not that it really matters..)
saltmummy wrote:You sad sad little man, my heart weeps for you. Better not go outside or your thin, tissue paper like skin might spontaneously rupture while your fragile sensibilities violently shatter spraying salt and urine all over the street.
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