Map Size Fixes

Forum for suggesting changes to Salem.

How should Mortal Moments fix the Map Size?

Disable a % of the Map
19
17%
Disable Churches and Shrink Darkness
14
12%
Carriages and/or Player Built Fast Travel
81
71%
 
Total votes : 114

Re: Map Size Fixes

Postby Darwoth » Sat Oct 11, 2014 6:40 pm

it is possible for two 50 stat characters that took 3 hours to make working in tandem to down any character in the game regardless of stats/gear so i really grow tired of the "woe is me" outlook put forth by those who refuse to learn how to at least defend themselves.


they sure as ***** don't make carebears like they used to when i started playing games, some of the best pvpers i have ever known or fought against were massive carebears.
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Re: Map Size Fixes

Postby jesi » Sat Oct 11, 2014 7:07 pm

Syndarn wrote:
MarpTarpton wrote:The problem currently is that no one is fighting because no one has to, it's unduly inconvenient


Inconvenient for the developers? .. .

Apparently so, given JC's responses. Gosh, how I wish the Dev's would return to the original idea of a sandbox game. We get to play it how WE want to play.
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Re: Map Size Fixes

Postby Jackxter » Sat Oct 11, 2014 7:08 pm

Darwoth wrote:it is possible for two 50 stat characters that took 3 hours to make working in tandem to down any character in the game regardless of stats/gear so i really grow tired of the "woe is me" outlook put forth by those who refuse to learn how to at least defend themselves.


they sure as ***** don't make carebears like they used to when i started playing games, some of the best pvpers i have ever known or fought against were massive carebears.


Darwoth is correct. I think people underestimate just how hard it is to die in Salem if it is played in a thoughtful manner. My village has been going strong for months with no incidents. We're peaceful and most of us play for the crafting/world building support, but even we are growing bored of the fact that there hardly seems to be any threat (note: even if we all still love the **** out of Salem). The waypoint system should help change that, though :), but as long as you play it safe, I really don't think it'll increase your likelihood of dying by a significant degree, though it may increase your chance of encountering hostiles. However, there's a big difference between encountering hostiles more frequently and getting killed by them more frequently depending on how you react to it. You really don't even have to know any combat to avoid the latter, just how to build the right fort/village.

Either way, if the game ends up becoming like H&H with stagnant end-game, it won't be a pretty picture.
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Re: Map Size Fixes

Postby MarpTarpton » Sat Oct 11, 2014 7:26 pm

jesi wrote:
Syndarn wrote:
MarpTarpton wrote:The problem currently is that no one is fighting because no one has to, it's unduly inconvenient


Inconvenient for the developers? .. .

Apparently so, given JC's responses. Gosh, how I wish the Dev's would return to the original idea of a sandbox game. We get to play it how WE want to play.


Fighting does not equal murder. Further, I'm sorry that you're too short-sighted to recognize the need to test functions for them to be available/operational to be a chosen playstyle in the first place. The game is a sandbox and inevitably you will be able to play however you'd like to, but dragging your heels and crying as we attempt to make progress toward a finished product because your playstyle doesn't reflect the game's intended options in its finished form helps no one. You're a beta tester. If you don't want to test the combat system, don't. But if the combat system starts to test you, I would advise adapting your playstyle to avoid loss of character or base.

Jackxter wrote: However, there's a big difference between encountering hostiles more frequently and getting killed by them more frequently depending on how you react to it. You really don't even have to know any combat to avoid the latter, just how to build the right fort/village.
Procne wrote: Devs have again proven that they dont give a crap about untalented and lazy players.
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Re: Map Size Fixes

Postby royalcheesecake » Sat Oct 11, 2014 8:22 pm

Personally, I like the sound of Darworth's waypoints idea. But JC is going to choose whatever option he feels is best for the game in the long run. Because even though it is very obvious how much he loves the game, in the end it's still a business. The rest of us can either adapt to the new playing conditions or leave.

I just strongly feel it's important for all of us: townie and hermit, scalper and non-PVPer to have a chance to play the game happily(just not necessarily always safely!)
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Re: Map Size Fixes

Postby TotalyMeow » Sat Oct 11, 2014 8:56 pm

royalcheesecake wrote:us non-PVPers are being pushed into a PVP shaped box.


It's amazing to me how the broken raiding system has made so many people forget that Salem IS essentially a PvP shaped box. For some months now, the defenses have been overpowered to the point where a single brazier is almost unbeatable, the walls are practically impossible to break down, you're nearly unkillable so long as you don't leave scents and even then you don't have much to worry about if you're smart about it, and the map is so huge you can wander for hours and not find a neighbor so raiders can hardly even find targets to raid. Salem involves almost NO risk right now and everyone has gotten so used to it that any hint otherwise creates and uproar from those who want to hermit and carebear.

Well, I'm hermiting on my player character right now and aside from always carrying a tiny pocketwatch just in case, I feel safe as houses in and even around my base. That just isn't supposed to be the case. People are supposed to worry about their safety, and the safety of their bases.

People are supposed to make deals of mutual protection with neighbors; there are supposed to be Bounty Hunters out there you can turn to for help to pay for revenge or protection; there are supposed to be protective factions out there who will take various hermits under their wing and keep them safe in return for nice items or whatever. But none of that is happening right now because the map is just too damn big.

This thread's purpose was supposed to be to find a good way to shrink the map, not to argue against how unfair some of you think making the map smaller is or how you won't be safe anymore wandering around your bases because you want to see everyone in the game as enemies instead of potential allies. Well, Salem is not going to be the 'hide in your base and sim' game, it's going to be the 'get out there and risk your life to make friends and do awesome things' game. You all need to get used to that idea and keep it in mind any time you are thinking of posting on this or any other thread. As it is, I don't think you'll be seeing a lot of these developer polls in the future, they just derail so much.
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Re: Map Size Fixes

Postby trungdle » Sat Oct 11, 2014 9:09 pm

You're right. Hey guys, stop derailing. Keep calm...
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Re: Map Size Fixes

Postby psyfreak » Sun Oct 12, 2014 4:09 am

I was giving some taught about this current issue and i think i have an idea that could help out as a short therm solution.

Since traveling is way too long and the only way we currently have to speed up things are horses, we could pimp them up a little bit.

Not everyone has the 5 hour gaming window sometimes required to seek out criminals, so I'm thinking about making them usable over a longer time. Let say you add (while mounted) an option to "attach" the horse to a tree and leave it there while you log off. The horse could become a static object attached to the tree and other player could untie them for a larceny crime. That way your are not guaranteed to have it back once you log back on, but at least can track it back. As for how long they stay attached (since you don't want horses to be unlimited), they could have a "hunger gauge" that will deplete with time while offline. Feed them with hay when your back online to refill that gauge. The hunger factor could take 24h or 48h to deplete. To check the status of the horse, a simple flower menu could be used to indicate it's current status (full, good, hungry, starving...). If you want to make things harder, you could require the horse to be attached to a fix (new) structure that you would need to build out there in the wilds.

I know it's not the perfect solution and i don't know how hard it could be to implement this "solution" but i think it's worth sharing it at least.

I wonder what you all have to say about this ( or troll about this). ;)
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Re: Map Size Fixes

Postby JohnCarver » Sun Oct 12, 2014 4:10 am

I like your suggestion, we have a similar implementation planned with the 'hitching posts' you see over by the vendor stall selling the horses now.
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Re: Map Size Fixes

Postby Lallaith » Sun Oct 12, 2014 8:00 am

TotalyMeow wrote:
People are supposed to make deals of mutual protection with neighbors; there are supposed to be Bounty Hunters out there you can turn to for help to pay for revenge or protection; there are supposed to be protective factions out there who will take various hermits under their wing and keep them safe in return for nice items or whatever. But none of that is happening right now because the map is just too damn big.


Such things are rare, but not non-existent.
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