Newbie woes

Ask and answer any and all questions pertaining to Salem's game-play.

Re: Newbie woes

Postby jwhitehorn » Tue May 27, 2014 12:44 am

TCchris wrote:jwhitehorn you should be banned, really.


Luckily, we don't live in a world where those who keep the peace and enforce justice are banned by those butthurt that they were not able to come here and commit crimes.

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Re: Newbie woes

Postby Mereni » Tue May 27, 2014 5:01 am

TCchris wrote:jwhitehorn you should be banned, really.


You don't understand that this is a game.
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Re: Newbie woes

Postby Chrumps » Tue May 27, 2014 9:32 am

Mereni wrote:
TCchris wrote:jwhitehorn you should be banned, really.

You don't understand that this is a game.

No, he should not be banned. He tries to play his RPG as much as he can. The problem is he is too good at that and the game mechanics allows him to abuse his advantages. Instead he should receive a huge sticky and accumulating debuff for each noob killed so each time he kills a weak char his murder alt is ***** up for one month. Raising a murder alt is some effort.

Debuff time should be calculated like that T=sqrt(sqrt(YBa*RBa*BBa*GBa/YBd*RBd*BBd*GBd)) in other words should be based on proportion of geometrically averaged biles of attacker and defendant and should be scaled so at coefficient 10 the time is 30 days.
Sticky means the debuff will also affect items touched by debuffed char - a kind of twisted Midas curse. Maybe this should be active only if there is more than a few (7?) days of debuff left. This will complicate mass raising alts. Also this could be fun to see on the market a "murder stained dowsing rod" or other "stinking" equipment.
Accumulating means the debuff wil never completely pass out, instead it will become inactive until the next kill. 10% of the total debuff time accumulated so far should be added to the next debuff.
This way attacking weak chars will quickly make a char useless, while killing similar chars will have lesser effect. Killing stronger chars should have little or no debuff effect at all.

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It's only a game but wasting a game for too many persons should be prevented.
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Re: Newbie woes

Postby Tamasin » Tue May 27, 2014 9:39 am

that's retarded. when noobs die they only have themselves to blame. they should identify what they did wrong, learn their lesson and move on.
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Re: Newbie woes

Postby jwhitehorn » Tue May 27, 2014 5:32 pm

Chrumps wrote:You don't understand that this is a game.

No, he should not be banned. He tries to play his RPG as much as he can. The problem is he is too good at that and the game mechanics allows him to abuse his advantages. Instead he should receive a huge sticky and accumulating debuff for each noob killed so each time he kills a weak char his murder alt is ***** up for one month. Raising a murder alt is some effort.

Debuff time should be calculated like that T=sqrt(sqrt(YBa*RBa*BBa*GBa/YBd*RBd*BBd*GBd)) in other words should be based on proportion of geometrically averaged biles of attacker and defendant and should be scaled so at coefficient 10 the time is 30 days.
Sticky means the debuff will also affect items touched by debuffed char - a kind of twisted Midas curse. Maybe this should be active only if there is more than a few (7?) days of debuff left. This will complicate mass raising alts. Also this could be fun to see on the market a "murder stained dowsing rod" or other "stinking" equipment.
Accumulating means the debuff wil never completely pass out, instead it will become inactive until the next kill. 10% of the total debuff time accumulated so far should be added to the next debuff.
This way attacking weak chars will quickly make a char useless, while killing similar chars will have lesser effect. Killing stronger chars should have little or no debuff effect at all.

@ Mereni
It's only a game but wasting a game for too many persons should be prevented.[/quote]

I was actually hoping for a system where each player I kill with less than 10 Humours ADDS 10 humours to my own character. This way I am rewarded for all the good work of keeping out criminals that I do. If all the players I killed were allowed time to level and grow we might actually see a world where violence and crime rule the people instead of Justice and Morality.

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Re: Newbie woes

Postby Mereni » Tue May 27, 2014 5:52 pm

Chrumps wrote:
Mereni wrote:
TCchris wrote:jwhitehorn you should be banned, really.

You don't understand that this is a game.

No, he should not be banned. He tries to play his RPG as much as he can. The problem is he is too good at that and the game mechanics allows him to abuse his advantages. Instead he should receive a huge sticky and accumulating debuff for each noob killed so each time he kills a weak char his murder alt is ***** up for one month. Raising a murder alt is some effort.

Debuff time should be calculated like that T=sqrt(sqrt(YBa*RBa*BBa*GBa/YBd*RBd*BBd*GBd)) in other words should be based on proportion of geometrically averaged biles of attacker and defendant and should be scaled so at coefficient 10 the time is 30 days.
Sticky means the debuff will also affect items touched by debuffed char - a kind of twisted Midas curse. Maybe this should be active only if there is more than a few (7?) days of debuff left. This will complicate mass raising alts. Also this could be fun to see on the market a "murder stained dowsing rod" or other "stinking" equipment.
Accumulating means the debuff wil never completely pass out, instead it will become inactive until the next kill. 10% of the total debuff time accumulated so far should be added to the next debuff.
This way attacking weak chars will quickly make a char useless, while killing similar chars will have lesser effect. Killing stronger chars should have little or no debuff effect at all.

@ Mereni
It's only a game but wasting a game for too many persons should be prevented.


That's not quite what I meant, but okay, about the noob killing... This is not WoW. This is a game that has serious consequences when you die. If someone gets murdered as a 2 day old newbie, that's good for them! They learned about how they can be murdered before they put 2 months into that character and then stumbled on someone who wanted their stuff and killed them for it.

Your idea of a debuff for murder is a hideous idea, especially considering how many alts are created to throw at raiders to hinder them. That's not as useful as it used to be, but they still have to be murdered to be cleared out. And since this game is at least half about the killing or raiding of other players, it makes no sense to cripple that whole system in such a stupid way. It's clear this is not the sort of game you're capable of playing.
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Re: Newbie woes

Postby Chrumps » Wed May 28, 2014 12:40 pm

If all the players I killed were allowed time to level and grow we might actually see a world where violence and crime rule the people instead of Justice and Morality.

Edit:
Yes, you are right. That's why your objectives collide with objectives of a commercial game. Actually growing active players is the way to game success.

Edit2:
"Justice and Morality" sounds almost like one of Polish political parties ¦]

That's not quite what I meant, but okay, about the noob killing... This is not WoW. This is a game that has serious consequences when you die. If someone gets murdered as a 2 day old newbie, that's good for them! They learned about how they can be murdered before they put 2 months into that character and then stumbled on someone who wanted their stuff and killed them for it.

Your idea of a debuff for murder is a hideous idea, especially considering how many alts are created to throw at raiders to hinder them. That's not as useful as it used to be, but they still have to be murdered to be cleared out. And since this game is at least half about the killing or raiding of other players, it makes no sense to cripple that whole system in such a stupid way. It's clear this is not the sort of game you're capable of playing.


Sigh... I have played H&H quite long since W3 without actually losing a character and did not lose a character in Salem. I am quitting Salem because I do not have enough time to invest into learning the game and into character development. You miss the point completely.

I am talking about commercial success of the game which seems quite remote at this moment. If you want to prove your point explain me how killing noobs causes increase of player base.
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Re: Newbie woes

Postby Icon » Wed May 28, 2014 2:44 pm

First off, lets just admit that Salem is in beta forever, nobody is ever going to purchase a copy of this game for their Xbox. Second, if you noobie noobertons really dislike the tribe, then build up a godamn resistance faction and...DO SOMETHING ABOUT IT, in the tribes defense, this is the first that anyone blamed them this world for low numbers. The new **** systems that keep us from being able to play at a decent speed are what dropped this game down into the toilet.


Oh and just because I'm sick of hearing it, do you really think raiders are spending money in the cash shop? There ***** raiders, they raid that ****...
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Re: Newbie woes

Postby Chrumps » Wed May 28, 2014 4:20 pm

I can't imagine how this game could be truly "bought" on PC or Xbox. It just can't exist without the central server. You can buy items ingame but not the game itself.

Tribe simply does what game mechanics allows them to do and if they did not bully the noobs then someone else would do it. That's why I say it will be solved by changing game mechanics. Even if developers believe in self-regulating players' community I think they will react when it starts to hurt them in the real world. Whatever the solution will be it should work by enabling more risk with character and player progress.

I started playing Salem quite recently so I do not know how it was before, but I liked the current game system and character progress pace. Maybe you are butthurt because you can't mass raise combat alts so you can't negate permadeath.
In my opinion increasing the time to raise a new character is a step towards balancing the game, by making characters more valuable even for those with unlimited resources.

How come you understood the raiders are spending money in the cash shop ? Quite opposite. They kill those who might spend money.
I am talking about many threads like this: viewtopic.php?f=6&t=8207
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Re: Newbie woes

Postby Tamasin » Wed May 28, 2014 4:36 pm

I've observed the coming and going of many new players over the last year or so. The vast, vast majority quit regardless of whether they die or not. If someone is truly drawn to salem, in my experience they do not quit because they've died, they just keep playing. If a noob dies and quits, it seems to me very unlikely they'd have stuck with the game anyway.

Also i 'raid' and i've spent a fair bit of money in the store and i know i'm far from alone there. Even if it was just a donate button and i didn't get anything i would want to pay the devs for their work now and then because i love salem.

as Icon said, chrumps, if you have such a big problem with noobs dying then do something about it. Try to wipe out noob killers like tribe, or get good at not dying and try to help noobs not die or whatever.
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