
JC wrote:I'm not fully committed to being wrong on that yet.
Feone wrote:but there is no way to maintain a local community in Salem.
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.
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.
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.
Procne wrote: Devs have again proven that they dont give a crap about untalented and lazy players.
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.
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.
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.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.
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