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 Potjeh » Thu Oct 16, 2014 10:14 pm

The problem is that peaceful play is too single player. There's just no good reason for peaceful interaction with people outside the safe zone. A PvP-er can invest effort into interaction with other players and get rewards. The peaceful player really has no options for investing effort and naturally gets no reward. That may be balanced, but it's a very bland balance. What I'd like to see is efforts and rewards for both, different but equally intense. There really needs to be something that will drive peaceful interaction between players, because a sense of community is vital for retaining people that play for the social aspect.

The devotion thing could be a good way to get this going. A town could build a church and decorate it with all sorts of bling to attract neighbours to the mass, and both the attendees and the town would gain something. Of course, you'd need to somehow avoid encouraging alt spam, but I think it can be pulled off.
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Re: Map Size Fixes

Postby JohnCarver » Fri Oct 17, 2014 9:48 pm

Potjeh wrote:The problem is that peaceful play is too single player. There's just no good reason for peaceful interaction with people outside the safe zone. A PvP-er can invest effort into interaction with other players and get rewards. The peaceful player really has no options for investing effort and naturally gets no reward. That may be balanced, but it's a very bland balance. What I'd like to see is efforts and rewards for both, different but equally intense. There really needs to be something that will drive peaceful interaction between players, because a sense of community is vital for retaining people that play for the social aspect.

The devotion thing could be a good way to get this going. A town could build a church and decorate it with all sorts of bling to attract neighbours to the mass, and both the attendees and the town would gain something. Of course, you'd need to somehow avoid encouraging alt spam, but I think it can be pulled off.


I like the idea of devotion system being also used to attract newer players from your area to attend. What would be your suggestions to eliminate alt spam?
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Re: Map Size Fixes

Postby Ukhata » Fri Oct 17, 2014 9:57 pm

minimum biles and a skill?

or somesuch?
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Re: Map Size Fixes

Postby JohnCarver » Fri Oct 17, 2014 9:59 pm

Ukhata wrote:minimum biles and a skill?

or somesuch?


How low could it be before you cut out the new guys from participating yet high enough so that established players don't spam alts for it?
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Re: Map Size Fixes

Postby trungdle » Fri Oct 17, 2014 10:14 pm

JohnCarver wrote:I like the idea of devotion system being also used to attract newer players from your area to attend. What would be your suggestions to eliminate alt spam?

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Re: Map Size Fixes

Postby lachlaan » Fri Oct 17, 2014 11:59 pm

JohnCarver wrote:
Ukhata wrote:minimum biles and a skill?

or somesuch?


How low could it be before you cut out the new guys from participating yet high enough so that established players don't spam alts for it?


Have it involve two different elements. One being worship at the church itself, the other being activity within the congregation's area of influence. Make the church have a huge area, and while a player is active inside that area he gains points he can then spend praying. Just needs a good anti-botting system for determining when you're afk, and which activities count towards you actually being "active".
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Re: Map Size Fixes

Postby trungdle » Sat Oct 18, 2014 12:30 am

Or, everyone attending church have to pay tribute. Hard-earned silver. y'know, "to expand the church of XYZ and to glorify God." This will be placed in the church's community chest, used to expand the church or taken by the Father and use for his own stuff ¦] .because if you upgrade the church with that silver, everyone gets more benefit, if you use it yourself, you are the only one who get away with it. So, you know, drama happens when they figure it out ¦] ¦] ¦]
edit: and you can raid the church for its money.
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Re: Map Size Fixes

Postby Potjeh » Sat Oct 18, 2014 8:58 am

Money contributions is a good way to do it. You wouldn't put money on your alts just so you can give it back to yourself. As for the congregation, I think they could get something like an increased inspiration regeneration rate for a day. It's a nice bonus for real players, but not really something you'd bother to get on dozens of alts.

And devotion is a good start, but I think it'd be good if we had lots of other things that bring mutual benefits to neighbours. For example, it could be possible to build a public windmill that retains like 5-10% of the flour it mills. The owner gets free flour, and the neighbours get to mill stuff faster. And nobody can benefit from alt spam. Of course for this to work the difference between querns and windmills would need to be bigger and cereals could be a bit more compact for transport.

Anyway, I'm sure if you guys and the player community really put their minds to it, we could come up with dozens of solutions for making neighbour relations mutually beneficial without encouraging alt spam. The only question is whether this is something you want to work on.
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Re: Map Size Fixes

Postby JohnCarver » Sat Oct 18, 2014 9:03 am

Potjeh wrote:Money contributions is a good way to do it. You wouldn't put money on your alts just so you can give it back to yourself. As for the congregation, I think they could get something like an increased inspiration regeneration rate for a day. It's a nice bonus for real players, but not really something you'd bother to get on dozens of alts.

And devotion is a good start, but I think it'd be good if we had lots of other things that bring mutual benefits to neighbours. For example, it could be possible to build a public windmill that retains like 5-10% of the flour it mills. The owner gets free flour, and the neighbours get to mill stuff faster. And nobody can benefit from alt spam. Of course for this to work the difference between querns and windmills would need to be bigger and cereals could be a bit more compact for transport.

Anyway, I'm sure if you guys and the player community really put their minds to it, we could come up with dozens of solutions for making neighbour relations mutually beneficial without encouraging alt spam. The only question is whether this is something you want to work on.


The only real challenge I see here is that you will have to sell me on the idea that if we make these things players might actually use them. That being said, I don't think this is a waste of your time.
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Nsuidara wrote:it is a strange and difficult game in no positive way
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Re: Map Size Fixes

Postby Potjeh » Sat Oct 18, 2014 9:13 am

Well, the main reason people wouldn't use neighbourhood things is that building most things is well within reach of a hermit. IMO we need more high end buildings that take combined efforts of a whole community to build. People would use those because everyone making their own would be impractical.
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