Scalp Collection Thread - The Second Age

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Re: Scalp Collection Thread - The Second Age

Postby Dallane » Sun Mar 30, 2014 9:21 am

Trashy_McTrashington wrote:
Trenial wrote:
WHY?!

Why put a poor innocent noob squatter through so much pain and torture? It is the way of all things that are good:

Send them back to the "Man in the Hat". Whether this is Jorb, or some NPC in Character Creation, is the true mystery of Salem. ¦]


Wouldn't you be able to answer this yourself since you have most likely died more then anyone else on this game? ¦]


^this lol. Got killed enough times by chief he had to suck ***** for it to stop.
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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: Scalp Collection Thread - The Second Age

Postby Trashy_McTrashington » Sun Mar 30, 2014 9:23 am

I put a ¦] but don't get it twisted, he has literally sucked dirt more then anyone else in this game.
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Re: Scalp Collection Thread - The Second Age

Postby Brona » Sun Mar 30, 2014 6:16 pm

This guy was really bad at rapping :roll:
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Re: Scalp Collection Thread - The Second Age

Postby Dallane » Sun Mar 30, 2014 10:55 pm

Rapping on 2 accounts is hard =/
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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: Scalp Collection Thread - The Second Age

Postby bocage » Mon Mar 31, 2014 8:07 pm

Claeyt wrote:Do you think that players like this, that enjoy killing casual noob camps like yours, with no defense and nothing in it, are hurting the game's population?


Yes. However I like the freedom and player driven sandbox elements of this game conceptually. I credit the developers for creating something risky and different. But as much as I want to like the game, I always end up disappointed. In a large part because anything I am able to build or obtain in the game ends up feeling hollow and empty, because of the expectation that all efforts will get erased either by base bashers, upkeep, or a wipe. It doesn't seem a matter of if you will lose what you have built, but when. Some will say my fault for lack of defenses, but I feel putting effort into defenses would only have delayed this outcome, not prevented it. I am not necessarily against allowing the tribe to do what they are doing, but it is a matter of balancing risk vs. reward. Murder at this point apparently carries no risk for some, therefore it can be committed even for no loot and no reward other than another notch on this thread. The system of leaving scents and tracking is a system that sounds good conceptually, but useless in practice for a single low bile player being raided by an organized group. Some will say join a group. Yes, did that but lost the village when the rest of the members quit the game. Which ties back to your game population question.

Yes, I feel the average game players are not coming back after being killed. Or they didn't come back after the purity changes or the wipe because they still have an expectation of effort put in being erased. I feel I am more persistent than most.

But I would not ask for heavy developer intervention. I would agree that it is up to the players to advance their own anti-tribe organization. I do think something needs to be tweaked to address player retention. A hermit player should have greater hope for survival than what is currently present. And maybe there should be in game factions at a higher level than village member. Guilds or political parties. Something in game that would not give claim access to members but would allow members to communicate easier and help each other with less risk of damages by traitors. Maybe a limit on number of members for balancing. Really there is too much going on OUTSIDE of the game that isn't going to get to someone just trying out the game to see if they like it or not, and they will never see any potential because they don't jump back in after being having their base bashed and realizing that it is not something they could have prevented.
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Re: Scalp Collection Thread - The Second Age

Postby Mereni » Mon Mar 31, 2014 8:31 pm

But you could have prevented your base being destroyed with a single brazier and a stick fence. Saying there's no reason to set up defenses because 'it's just a matter of time' is just silly. Right now, defenses are so overpowered, it'll be months before a handful of braziers and one layer of fence is inadequate. By then, even if you play very casually, you would have had time to build more defense than that. Of course, by then, you would have also realized that there's nothing to DO after you have an 80 or so humor farmer and a nice little base. Nothing to do but either quit, or try to start raiding, find out that it is impossible, and quit anyway.
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Re: Scalp Collection Thread - The Second Age

Postby dezmerel » Mon Mar 31, 2014 11:10 pm

bocage wrote:
Claeyt wrote:Do you think that players like this, that enjoy killing casual noob camps like yours, with no defense and nothing in it, are hurting the game's population?


.... I would agree that it is up to the players to advance their own anti-tribe organization.


Why not sign the treaty?
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Re: Scalp Collection Thread - The Second Age

Postby Impaler » Tue Apr 01, 2014 4:30 am

bocage wrote:Yes. However I like the freedom and player driven sandbox elements of this game conceptually. I credit the developers for creating something risky and different. But as much as I want to like the game, I always end up disappointed. In a large part because anything I am able to build or obtain in the game ends up feeling hollow and empty, because of the expectation that all efforts will get erased either by base bashers, upkeep, or a wipe. It doesn't seem a matter of if you will lose what you have built, but when. Some will say my fault for lack of defenses, but I feel putting effort into defenses would only have delayed this outcome, not prevented it. I am not necessarily against allowing the tribe to do what they are doing, but it is a matter of balancing risk vs. reward. Murder at this point apparently carries no risk for some, therefore it can be committed even for no loot and no reward other than another notch on this thread. The system of leaving scents and tracking is a system that sounds good conceptually, but useless in practice for a single low bile player being raided by an organized group. Some will say join a group. Yes, did that but lost the village when the rest of the members quit the game. Which ties back to your game population question.


You got it all wrong, wipes are what make the game playable. Not only do you get to test yourself against everyone else on a newly leveled playing field, your past 'stuff' by being destroyed by the apocalyptic fires of Jorb is in a metaphysical sense preserved forever, no player can take it away and protecting it no longer burdens you. But you retain the glory of having built it and defended it from all comers for the length of the time the worlds lasted. It's like they say, he who dies with the most toys wins.
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Re: Scalp Collection Thread - The Second Age

Postby bocage » Tue Apr 01, 2014 8:08 am

dezmerel wrote:
bocage wrote:
Claeyt wrote:Do you think that players like this, that enjoy killing casual noob camps like yours, with no defense and nothing in it, are hurting the game's population?


.... I would agree that it is up to the players to advance their own anti-tribe organization.


Why not sign the treaty?


I don't like them. I am not interested in the same pursuits. I don't agree with their tactics. They murdered my character without mentioning the tribe, or the treaty, or the banned lands. There was only a kin request that I rejected and a comment that it would have been more efficient to have built my base in a less hilly area. And I believe that if there are not enough non-tribe members to kill that they will change the rules to allow more in-tribe killing.
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Re: Scalp Collection Thread - The Second Age

Postby bocage » Tue Apr 01, 2014 8:20 am

Impaler wrote:You got it all wrong, wipes are what make the game playable. Not only do you get to test yourself against everyone else on a newly leveled playing field


It isn't level because I have less time to put into the game and I don't belong to an organization with a numerical advantage in numbers of players. There may be some merit in seeing how long one can survive, or what one can accomplish before the wipe. DayZ and Rust have been big sellers on steam recently, which I haven't played but from what I have read have this kind of survival aspect, including the noob killing.
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