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 pistolshrimp » Sun Oct 12, 2014 8:04 am

You could decrease the cost of running to nothing except when agro-ed where it would have normal drain, it'd be something like panic-ed running, which might help lower-end players with the map size a bit.
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Re: Map Size Fixes

Postby Gromar » Sun Oct 12, 2014 10:21 am

MarpTarpton wrote:
That being said, you're playing a game that from it's onset to its foundation is a PVP, open sandbox, PERMADEATH game. I don't see the expressed concern as being "hype to jack up murder" and if that's the stance you feel we're taking, you aren't paying attention. There is a concern to increase the rate of interaction. If you don't want that, you started playing the game under false pretenses. If your base gets smashed tomorrow and you leave for good, you weren't meant to be here. This isn't a world to whine about griefers. What other games call "grief" is life in Salem. It's a path all its own that should be just as balanced as that of the pacifist. It's not that there isn't room for both aggressive and passive players to play. It's that the game will always have aggression and the passive players need to find ways to cope with it either by hiding in mines or planning bases for defensive upgrades. We don't want to make things easy for people to break your base. We do want it to be possible.

Edit - All that ^ being said, I'm a huge proponent of incentiving "good" behavior or, better yet, disincentivizing criminal activity, specifically against noobs. If you're an established player, the best I would hope to every see put into the game is disincentivization of base wiping or a high cost of attaining murder as I do realize establishing yourself is time consuming and a huge investment that just isn't fun to completely lose. But that's my personal stance and not necessarily the direction the game will end up.


Well... you see. The advert that brought me to this game was "SALEM - The crafting MMO" now you can guess what I expected to get into.. definetly not death, murder and being killed on my second day in game.
I have been all for interaction with other players in any mmo i played. Even permadeath I do not care too much about. But the fact that I tried to interact with other people outside of Boston resulted in me being dead. I visited my neighbour (100+ biles), just to realize there was a hostile person at his base, having killed him and me afterwards. Well.. I have not seen my neighbour (who seemed to be a really nice guy which I even talked to in the wilderness) since, so I guess he quit. My first step was to quickly create a new character and inherit my property. This was about 3 month ago and I have not been attacked since.
That is surely due to the fact, that I avoided ANY interaction with people outside of Boston. I started playing more careful - red squares on the minimap make me run into the opposite direction. I am not interested any more, in making contact because the likely result is to inherit my property again from a dead character.

So if it is this kind of Interaction that you would like to enforce, well that is fine. But please make sure people out there do not take your Game as a "Crafting MMO" The crafting part seems to me not the focus of the game, but you more and more centralize around DEATH. So maybe a more suitable advert would be "SALEM, will you survive?".

all that beeing said. I prefer the fast travel option.
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Re: Map Size Fixes

Postby pistolshrimp » Sun Oct 12, 2014 7:37 pm

The evolution of every theard in Ideas and Inovations: Idea ---> Rebutal/+1 ----> Tears about PvP and Permadeath
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Re: Map Size Fixes

Postby Propulsion » Tue Oct 14, 2014 6:28 am

jwhitehorn wrote:
Wipe this **** and you will lose what little you have left or bought into.

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Re: Map Size Fixes

Postby Gromar » Wed Oct 15, 2014 5:47 pm

psyfreak wrote: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). ;)



I like that idea, too.
And thanks for directing towards the topic :)
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Re: Map Size Fixes

Postby Judaism » Thu Oct 16, 2014 9:19 am

Nah, horses are already quite quick. There are also alot of objects which will block you on your travel. Last but not least the map loads will be even more insane, I know alot of people already having issues loading new map tiles with a horse.
JohnCarver wrote:Mortal Moments Inc. is not here to cannibalize the community or piece out the code. We are not here because we wish to institute pay to win models or PvE servers. Quite the contrary.
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Re: Map Size Fixes

Postby Potjeh » Thu Oct 16, 2014 5:11 pm

MarpTarpton wrote:Edit - All that ^ being said, I'm a huge proponent of incentiving "good" behavior or.

Do you have any idea on how to do this? I tried throwing a couple but nothing stuck :( Would love to know which general direction you want to take here so we can have a more productive discussion.
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Re: Map Size Fixes

Postby MarpTarpton » Thu Oct 16, 2014 6:16 pm

Potjeh wrote:
MarpTarpton wrote:Edit - All that ^ being said, I'm a huge proponent of incentiving "good" behavior or.

Do you have any idea on how to do this? I tried throwing a couple but nothing stuck :( Would love to know which general direction you want to take here so we can have a more productive discussion.


I think the system would need to make people think twice about committing crimes, specifically murder, but not otherwise hamper or hinder PVP/raiding. The thing is that there isn't just one happy fix. When one hole is filled, another forms and needs even more attention before it's exploited.

There are several small but very powerful additions/adjustments we feel will fix things without altering the landscape of how PVP is handled overly much. The strong will, hopefully, be discouraged from hunting the very weak, and will also, again hopefully, enjoy the thrills of raiding even moreso than they do now. The methods we've come to for these ideas are based on a variety of criticisms for the current system from both sides of the aggressive/passive spectrum. We fully recognize there are multiple playstyles and the game should have a balance between 1) the raider who can do as they please and kill without consequence because no one can find/summon/stop/kill them and he has no reason not to and 2) the carebear being completely untouchable just because they've turtled and have no interest in PVP and therefore doesn't bother to learn even the most rudimentary PVP tactics. This is the general direction I see us heading.
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Re: Map Size Fixes

Postby Potjeh » Thu Oct 16, 2014 8:53 pm

That's all negative incentives, though. What about some positive ones for good behaviour? When you raid you get loot, but when you peacefully coexist you get nothing.
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Re: Map Size Fixes

Postby MarpTarpton » Thu Oct 16, 2014 9:27 pm

Potjeh wrote:That's all negative incentives, though. What about some positive ones for good behaviour? When you raid you get loot, but when you peacefully coexist you get nothing.


Perhaps piggy-backing the planned devotion system to include some kind of bonus for characters who don't commit violent acts. Then again, do we want to promote good behavior to the point where it's too attractive? As it stands, despite raiding having rewards, it's very difficult, time consuming work, and I don't think we want the game to see a world without raiders because it's not only difficult but also that there are positive things for peaceful living other than, y'know, peaceful living in itself. I know it's a sandbox and that it's all up to the players, but there has to be balance.

I'm very aware that this concern may be misplaced and that games like Salem (sandboxes) will always attract people who want nothing but to push the other kids over and steal their things. However, in my opinion, we currently have no problem with the peaceful population, so after some thought, I really can't see why we would need to make peaceful living more attractive, if that makes sense.
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