A Brave New Salem

Announcements of major changes to Salem.

Re: A Brave New Salem

Postby Realak » Fri Jun 06, 2014 8:29 pm

Give mayors more options to control their citizens.

I'm not saying a backstab shouldn't be possible as the drama is delicious, but it shouldn't be SO EASY
this is coming from someone who has been backstabbed more then anyone in the game and I'm still for it.
A backstab should require the coordination of the infiltrator opening the gates right as the raiders arrive, no other way, ***** this party = free waste *****.
currently there is a party rights bug that allows waste even if the person who is part of the town they are backstabbing logs off/ is kicked from the town.
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Re: A Brave New Salem

Postby wiatrak » Fri Jun 06, 2014 8:29 pm

JohnCarver wrote:
wiatrak wrote:


Image
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Re: A Brave New Salem

Postby Realak » Fri Jun 06, 2014 8:29 pm

Potjeh wrote:So PvP is still a grinding competition. Best of luck to you, but I think I'll pass.



this game has pvp? 8-)
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Re: A Brave New Salem

Postby martinuzz » Fri Jun 06, 2014 8:31 pm

JohnCarver wrote: The days of having one do-all and do-everything crafter will be coming to an end. That is not to say the game will now allow you to do it, but that it would be absurdly difficult for you to be a "Jack-Of-All-Trades" at the same skill level as a player who simply emphasized a particular proficiency or trade.


I am all for specialization and encouraging team play.
However, I think it is very important that

1) every 'job' has it's own sense of purpose and progress. Narrowing down the tasks for the single player inherently increases repetitiveness. Repetition is only fun if there's noticable reward.
2) the most dull tasks, like lime digging, coal clamp and timber pile building, are not restricted to one or two specialization paths. Tasks like these should be doable by everyone, so it does not have to come down to whomever has a specialization that allows for it.
Did Claeyt shut up yet?
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Re: A Brave New Salem

Postby Kaios » Fri Jun 06, 2014 8:31 pm

Realak wrote:


He already mentioned they'd be improving upon village permissions.
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Re: A Brave New Salem

Postby Potjeh » Fri Jun 06, 2014 8:33 pm

Character specializations can only encourage alt use IMO.
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Re: A Brave New Salem

Postby Realak » Fri Jun 06, 2014 8:33 pm

Kaios wrote:
Realak wrote:


He already mentioned they'd be improving upon village permissions.



sorry I just got off work I haven't read everything yet
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Re: A Brave New Salem

Postby Tamasin » Fri Jun 06, 2014 8:40 pm

it wold be nice if someone could collect all the things they've answered somewhere
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Re: A Brave New Salem

Postby JohnCarver » Fri Jun 06, 2014 8:41 pm

Potjeh wrote:Character specializations can only encourage alt use IMO.


The only incentive we see to placing different crafting responsibilities on different alts is to mitigate the loss if/when you die. Why would you put skills on 2 different characters when you could conveniently have them on one? The time value of switching between the two would surely be worth something. Keep in mind we have no aims to make a slider system like haven where access to one skill will arbitrarily remove access to another.

martinuzz wrote:1) every 'job' has it's own sense of purpose and progress. Narrowing down the tasks for the single player inherently increases repetitiveness. Repetition is only fun if there's noticable reward.
2) the most dull tasks, like lime digging, coal clamp and timber pile building, are not restricted to one or two specialization paths. Tasks like these should be doable by everyone, so it does not have to come down to whomever has a specialization that allows for it.


This is a great point and one I will admit we didn't quite analyze from this perspective. That being said, we have no intention of limitings existing content to subsections of crafting due to the fact that there quite frankly isn't enough content for that at all. What we are referencing is future content to be rooted in skills far more difficult to achieve down one proficiency, thus making you choose if you really want to go all the way down path X to craft object Y or if you just want to port to boston and find somebody who can do it. Or better yet, recruit somebody to your town with the skill.
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.

Nsuidara wrote:it is a strange and difficult game in no positive way
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Re: A Brave New Salem

Postby Potjeh » Fri Jun 06, 2014 8:57 pm

JohnCarver wrote:I wish we had a solution to make some utopia where the guy who invested 5 hours has some magical way to take down the guy who invested 500. But I feel that is more unfair to the 500 hour player than it is to the 5 if we were to implement such a solution anyway. If you want an even playing field at all times there are plenty of FPS and MOBA titles that even the odds for you every round. Salem PVP is more defined by the strategy, preparation, and dedication you can place into the inevitable fight you find yourself in. We don't have any intentions of breaking that mold too far.

But by making summoning doable you are introducing this magical way for someone with limited character investment to take down someone who invested orders of magnitude more. Or will the required investment for breaking into a base rise proportionately with the investment in base defences ad infinitum? IMO you should aim for most of the kills to happen in actual combat rather than via summoning.

Speaking of combat, how do you feel about the current combat system? What do you like about it, what do you want to change, how do you want to expand it?
JohnCarver wrote:Keep in mind we have no aims to make a slider system like haven where access to one skill will arbitrarily remove access to another.

This is good news indeed.
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