Can we finally do something about random murderers?

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Re: Can we finally do something about random murderers?

Postby ElCapitan1701 » Wed Mar 13, 2013 5:45 pm

Dallane wrote:oh its you....again.....
You would also lose a great majority of game content and would have zero incentive for anyone to play. permadeath drives the game. Also the devs will never change it.


Oh...you are still here? Aiming at 4000+ **** posts now? Yeah - I have been reading. I`m watching...and waiting :shock:

You are right. You are right. And: you are right. And because of that the game will fail, or as you may describe it: it will succeed in being H&H in 3D. But it will be played by the same small amount of players then H&H because a game concept based on massive, time intensive grind, pvp and permadeath can`t be played by most people having a job or a family and the rest is still pissed if they get killed.

@ m4sCaRpWn: yeah you can assume how small the group of players is. If you look here: http://login.salemthegame.com/portal/state you will see, that the numbers since launch of open beta has jumped to 200+ on every server and now is decreasing and will stop by about 80+ players per server. That's about the same scale as in closed beta when new keys have been given out. Of course that are not the total number of players playing Salem I`m quite sure everyone can imagine, that there not enough players.
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Re: Can we finally do something about random murderers?

Postby m4sCaRpWn » Wed Mar 13, 2013 6:18 pm

Who says PvP is to blame for high turnover? The game is unplayable if you don't do hours of research before starting, and many people just aren't willing to put in that much time/energy. That issue has nothing to do with PvP. Hell, I would wager most people quit long before they ever even see a hostile opponent.

The solution is to make the early game easier. Salem needs a huge, extensive tutorial at the beginning that holds the player's hand all the way until they set up a claim.

...Of course, another issue is the gap between Ender and the base client. If Ender didn't exist, I'm not sure even I would have stuck around to keep playing. Again, if new players don't do their homework, and don't know about Ender, they're likely to quit out of frustration.
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Re: Can we finally do something about random murderers?

Postby Dallane » Wed Mar 13, 2013 9:25 pm

ElCapitan1701 wrote:Oh...you are still here? Aiming at 4000+ **** posts now? Yeah - I have been reading. I`m watching...and waiting :shock:

You are right. You are right. And: you are right. And because of that the game will fail, or as you may describe it: it will succeed in being H&H in 3D. But it will be played by the same small amount of players then H&H because a game concept based on massive, time intensive grind, pvp and permadeath can`t be played by most people having a job or a family and the rest is still pissed if they get killed.


and 4000 more incoming

Fail? Not sure how this game will fail due to pvp because it wont.

I have both a job and family and spend more then enough time with them to be successful in this game.

If they are pissed about getting killed then this game isn't for them. They should take a break and maybe try the game sometime later . Also another core idea of the devs it seems, they know for a fact this is a niche game and it won't attract mass people to it.
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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: Can we finally do something about random murderers?

Postby MagicManICT » Thu Mar 14, 2013 6:43 am

m4sCaRpWn wrote:Your argument is flawed because you basically made the counter-argument within it. If the game doesn't make enough money, Dox will pull the plug. They won't keep losing money because it's lost on art. Hopefully when the game releases the shop will expand enough to make enough money to at least break-even.


Maybe I'm blind and you need to explain it to me. I've never been very good at putting thoughts into words. (It's why I've never been able to get a bachelor's degree. Have to pass that damn mandatory English Composition class. I have, however, passed quite a few advanced Math and Philosophy courses as well as computer science classes, so I know the issue is making it "good enough" for the damn English department.) I will certainly take full credit for my shortcomings. However, it looks like more than a few others are understanding what I wrote, so I'm more inclined to think it's you that either isn't understanding, just have your head stuck in the sand, or are merely trolling.

ElCapitan1701 wrote:Atm most of players having invested some time and got killed or taken everything will quit. The devs should be able to read that out of the numbers


I've lost track of the number of commercial games I've been in early beta tests on over the years. Of all those games, I'd say I've read this kind of stuff on nearly every single game. Only a few of those were games that were eventually cancelled (either before launch or within a year or so afterward). This sort of complaint is actually lower here than on any of these other games I've seen that did get shut down. My conclusion is that this game isn't likely to see an end as long as Seatribe and Paradox can keep expenses in check.
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Re: Can we finally do something about random murderers?

Postby Darwoth » Thu Mar 14, 2013 4:44 pm

main reason i can not get my guild to play is because of the **** UI/fishbowl camera, they all pretty much logged on, said "what the ***** no thanks" and uninstalled. (yeah i told them about enders first, but they used default client initially to look around and first impressions mean a lot)

its to bad, i know at least three that would likely be playing otherwise.
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Re: Can we finally do something about random murderers?

Postby Dallane » Thu Mar 14, 2013 11:35 pm

Darwoth wrote:main reason i can not get my guild to play is because of the **** UI/fishbowl camera, they all pretty much logged on, said "what the ***** no thanks" and uninstalled. (yeah i told them about enders first, but they used default client initially to look around and first impressions mean a lot)

its to bad, i know at least three that would likely be playing otherwise.


So their problem with the game is easily fixed? Sounds like the ui isn't what's keeping them from playing.
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Re: Can we finally do something about random murderers?

Postby ElCapitan1701 » Sun Mar 17, 2013 11:36 am

Dallane wrote:If they are pissed about getting killed then this game isn't for them.


Yeah - for who exactly is this game? You are looking for the non-casual hardcore pvp player loving grind, having much time, having money to spend and being immun to getting killed without sense multiple times...and you really think you will find - how many to be profitable - 10000?
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Re: Can we finally do something about random murderers?

Postby Dallane » Sun Mar 17, 2013 11:49 am

ElCapitan1701 wrote:
Dallane wrote:If they are pissed about getting killed then this game isn't for them.


Yeah - for who exactly is this game? You are looking for the non-casual hardcore pvp player loving grind, having much time, having money to spend and being immun to getting killed without sense multiple times...and you really think you will find - how many to be profitable - 10000?


Considering its profitable now you really don't have much of a argument

I play with a few people who do not pvp at all and love the grind and crafting.
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Re: Can we finally do something about random murderers?

Postby MagicManICT » Sun Mar 17, 2013 3:35 pm

Dallane wrote:Considering its profitable now you really don't have much of a argument


Considering numbers haven't been published, it'd be nice to know who your source is. I'll grant that the game is seeing a solid income, though, if most of the posts around here are to be believed. (Must lub hats!)

ElCapitan1701 wrote:Yeah - for who exactly is this game? You are looking for the non-casual hardcore pvp player loving grind, having much time, having money to spend and being immun to getting killed without sense multiple times...and you really think you will find - how many to be profitable - 10000?


I think you hit the nail on the head there. Except you've really missed the mark at the same time by putting your nail into the wrong board. More accurate would be "doesn't mind the open PvP and is fascinated by the prospect of permadeath." Hardcore, lack of time, and money to spend have absolutely nothing to do with it.

In fact, I put forth that any online game (any game for that matter requiring hours a week) can safely put to bed the "lack of time" argument because, really, if you're willing to spend a dozen or more hours a week playing a game, you've declared yourself hardcore whether you admit it or not. I am willing to give values to levels of "hardcoreness" from the softies who sit and play Facebook games a couple of hours a night to the "BOOM! Headshot!" freaks and geeks that have to be absolute pwnage in any game they even glance at for more than two seconds or willing to spend 80-100+ hours a week dedicated to one specific game just to achieve that one specific goal.

As a note, depending upon income per month per player, this game could be profitable with as few as 500. I know of at least one game that stays afloat with only about 600-700 subs @ $14 USD per month (plus extras from pet sales and such), which I'll call around $8-10k USD per month. Given various expenses and the falling prices of high speed network connections over the last 20 years, I'd wager that an indie game could be considered profitable at around $7k-8k or a bit lower with only a couple of staff. If the staff are best buddies and split a house or apartment, why the needed income could go a bit lower yet.
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Re: Can we finally do something about random murderers?

Postby FearTheAmish » Sun Mar 17, 2013 8:18 pm

MagicManICT wrote:
I think you hit the nail on the head there. Except you've really missed the mark at the same time by putting your nail into the wrong board. More accurate would be "doesn't mind the open PvP and is fascinated by the prospect of permadeath." Hardcore, lack of time, and money to spend have absolutely nothing to do with it.

In fact, I put forth that any online game (any game for that matter requiring hours a week) can safely put to bed the "lack of time" argument because, really, if you're willing to spend a dozen or more hours a week playing a game, you've declared yourself hardcore whether you admit it or not. I am willing to give values to levels of "hardcoreness" from the softies who sit and play Facebook games a couple of hours a night to the "BOOM! Headshot!" freaks and geeks that have to be absolute pwnage in any game they even glance at for more than two seconds or willing to spend 80-100+ hours a week dedicated to one specific game just to achieve that one specific goal.

As a note, depending upon income per month per player, this game could be profitable with as few as 500. I know of at least one game that stays afloat with only about 600-700 subs @ $14 USD per month (plus extras from pet sales and such), which I'll call around $8-10k USD per month. Given various expenses and the falling prices of high speed network connections over the last 20 years, I'd wager that an indie game could be considered profitable at around $7k-8k or a bit lower with only a couple of staff. If the staff are best buddies and split a house or apartment, why the needed income could go a bit lower yet.
[/quote]

Yeah basically this is me. I don't really PvP but i am not averse to it, but i love the risk of a permadeath game. It makes it much much more serious because if you ***** up you WILL die and you WILL lose everything.
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