Mile Markers

Forum for suggesting changes to Salem.

Re: Mile Markers

Postby Kandarim » Wed Oct 08, 2014 5:58 pm

hehe :) I looked into the distance to you homestead, but that is not possible right now (as the client only knows the location of the homestead if you are in the same supergrid or w/e map element it is limited too). I did try!
I have neither the crayons nor the time to explain it to you.
JC wrote:I'm not fully committed to being wrong on that yet.
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Re: Mile Markers

Postby DarkNacht » Wed Oct 08, 2014 7:21 pm

Feone wrote:but there is no way to maintain a local community in Salem.

Yes there is. I did this on JT and nothing has changed that would make this harder to do. I do not see why everyone think you can't build a local community just because most people don't.
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Re: Mile Markers

Postby Feone » Wed Oct 08, 2014 8:45 pm

DarkNacht wrote:
Feone wrote:but there is no way to maintain a local community in Salem.

Yes there is. I did this on JT and nothing has changed that would make this harder to do. I do not see why everyone think you can't build a local community just because most people don't.


Poor choice of words, there is no real reason to.

I personally try to maintain at least some contact with any neighbours I may run into but that really is about it. I've occasionally traded a few goods to newbie settlers I happened to run into as well as the occasional trade because someone on my kin list needed an item fast (or I needed one). However, this is so small in volume, and so sporadically, it's rather meaningless.

Neighbours are competition on foragables and a potential threat.
The benefits, mutual defense etc, are rendered meaningless because defending consists of refilling braziers and repairing walls mostly. Which can easily be aided via boston. Not to mention letting a neighbour in during a siege is rather risky.
None of these benefits even apply if they aren't someone you know rather well, to the point of having some trust.


As such, setting up infrastructure in the general area meant for nothing but interaction with possibly unknown neighbours has little benefit, if any at all.
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Re: Mile Markers

Postby DarkNacht » Thu Oct 09, 2014 4:46 am

Feone wrote:
DarkNacht wrote:
Feone wrote:but there is no way to maintain a local community in Salem.

Yes there is. I did this on JT and nothing has changed that would make this harder to do. I do not see why everyone think you can't build a local community just because most people don't.


Poor choice of words, there is no real reason to.

I personally try to maintain at least some contact with any neighbours I may run into but that really is about it. I've occasionally traded a few goods to newbie settlers I happened to run into as well as the occasional trade because someone on my kin list needed an item fast (or I needed one). However, this is so small in volume, and so sporadically, it's rather meaningless.

Neighbours are competition on foragables and a potential threat.
The benefits, mutual defense etc, are rendered meaningless because defending consists of refilling braziers and repairing walls mostly. Which can easily be aided via boston. Not to mention letting a neighbour in during a siege is rather risky.
None of these benefits even apply if they aren't someone you know rather well, to the point of having some trust.


As such, setting up infrastructure in the general area meant for nothing but interaction with possibly unknown neighbours has little benefit, if any at all.

Using this justification everyone should be a hermit. Town members compete for foragables, which respawn fairly quickly so are not really a problem, and are a huge potential threat. A neighborhood is like a town lite, less risk but less befit, it also gives the members more freedom than if they all lived in the same town.
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Re: Mile Markers

Postby ImpalerWrG » Thu Oct 09, 2014 7:12 am

That would be the case if our towns actually were towns, aka they were collections of economically separate individuals living in close proximity and engaging in trade with some modest taxation for the provision of some public goods. But Salem towns are function more like a medieval castles because they are first and foremost about defensive structures which enclose a more or less command economy, their is no economic competition within the town in that kind of scenario.
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Re: Mile Markers

Postby DarkNacht » Thu Oct 09, 2014 9:25 am

ImpalerWrG wrote:That would be the case if our towns actually were towns, aka they were collections of economically separate individuals living in close proximity and engaging in trade with some modest taxation for the provision of some public goods. But Salem towns are function more like a medieval castles because they are first and foremost about defensive structures which enclose a more or less command economy, their is no economic competition within the town in that kind of scenario.

It depends on how the town is structured, I currently have what is essentially a second town inside my main town that has all their own infrastructure and while they do sometimes cooperate with the rest of the town and fall under my laws they operate as a largely separate entity and I use to have more of these separate bases inside my town until a tribe raid forced the smaller ones to move inward and integrate more with the main town and one of the larger ones had its members exiled. Also at one point there was enough economic competition between town members that we started working on a system of state capitalism and a town currency, though the system eventually was deemed too much work to be worth it and the issues it was meant to fix where eventually resolved.
Also just like a town does tend to operate more like a medieval castle, a neighborhood tends to acts more like a feudal state. While the towns and bases my operate with varying levels of independence its not like you would let just anyone move in next door.
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Re: Mile Markers

Postby MarpTarpton » Thu Oct 09, 2014 4:15 pm

I like the idea of Mile Markers. However imo they should be:

1) Player built
2) Act like signs
2) Not effected by decay
3) Destroyable
4) Editable, with some kind of forging skill

I don't think they should point to Prov or homesteads but rather have a little arrow pointing one direction established at the time of construction. That way the creator can choose what they point to, whether leading to a base, Prov, home, lime pit, etc.
Procne wrote: Devs have again proven that they dont give a crap about untalented and lazy players.
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Re: Mile Markers

Postby DarkNacht » Thu Oct 09, 2014 7:25 pm

MarpTarpton wrote:I like the idea of Mile Markers. However imo they should be:

1) Player built
2) Act like signs
2) Not effected by decay
3) Destroyable
4) Editable, with some kind of forging skill

I don't think they should point to Prov or homesteads but rather have a little arrow pointing one direction established at the time of construction. That way the creator can choose what they point to, whether leading to a base, Prov, home, lime pit, etc.

Sounds great but it should be fairly difficult to edit it and it should have a high chance of failure.
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Re: Mile Markers

Postby pistolshrimp » Thu Oct 09, 2014 7:28 pm

MarpTarpton wrote:I like the idea of Mile Markers. However imo they should be:

1) Player built
2) Act like signs
2) Not effected by decay
3) Destroyable

That way the creator can choose what they point to, whether leading to a base, Prov, home, lime pit, etc.


People already do this in game with stone paving. The point isn't to help people to find their home/lime pit, but to orientate players towards Providence in a way even players who just tried out the game for the first time can understand, but without making it to easy. Which is why I learn to them being dev placed but only within the wilderness guide spawn area. Perhaps players could also build there own, but it seems unnecessary.
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Re: Mile Markers

Postby DarkNacht » Thu Oct 09, 2014 7:38 pm

pistolshrimp wrote:
MarpTarpton wrote:I like the idea of Mile Markers. However imo they should be:

1) Player built
2) Act like signs
2) Not effected by decay
3) Destroyable

That way the creator can choose what they point to, whether leading to a base, Prov, home, lime pit, etc.


People already do this in game with stone paving. The point isn't to help people to find their home/lime pit, but to orientate players towards Providence in a way even players who just tried out the game for the first time can understand, but without making it to easy. Which is why I learn to them being dev placed but only within the wilderness guide spawn area. Perhaps players could also build there own, but it seems unnecessary.
Yes, but he was talking the idea of Mile Markers that you proposed and turning it into a good idea. The Devs should leave building outside of Prov to the players.
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