New Darkness Mob

Announcements of major changes to Salem.

Re: New Darkness Mob

Postby JohnCarver » Sun Nov 02, 2014 9:59 pm

lachlaan wrote:What are these "buggable" situations you mention? Hopefully it won't derp like argos, think it's stuck when it's not and get 100% kill chance as well as the rage of a thousand bears.


Right now I'm looking at trying to bug them over waterways, and blocking them with objects.

Basically, the Wishpoosh has a somewhat "Dynamic" chance of perma-killing you in the fight, depending on exactly what happened in that fight and how it went down. I'm simply warning that I reserve the right to adjust that variable if he finds himself running into the same or multiple things over and over again.

He now also walks on water until I get him a swimming animation.
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.

Nsuidara wrote:it is a strange and difficult game in no positive way
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Re: New Darkness Mob

Postby Rele » Sun Nov 02, 2014 10:09 pm

JohnCarver wrote:
He now also walks on water until I get him a swimming animation.


So now the "challange" begins ¦]
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Re: New Darkness Mob

Postby GWashington » Mon Nov 03, 2014 3:26 am

Ass_Kraken wrote:
GWashington wrote:Ummm maybe people would be willing to take the chance of lousing their character if it weren't such a time investment of making them powerful enough to fight

I don't think you understand that if characters were cheap, there wouldn't be any adrenaline as JC wants. It's the fact you can lose months of investment that makes it heart-pumping.

I feel you on that Mr. Birthday Boy.
I'm not wanting to make them cheap.
I like that work goes into characters, I heard that it is WAY easier to raise up a new character now. I'm doing that right now and I agree that JC has made the early levels easier, I just think that maybe less of an investment is fair, but Months of investment is so harsh that people start avoiding pvp situations and not risking the death of their character through exploit-ish tactics like logging off.
I feel like a tweak to the "cheaper" side will increase pvp in the game because it seems people are too attached to their characters.
Like all things in this game their is a balance to be had, I'm just under the impression that at the moment, the balance is off on the harder side.
Then again, I am a filthy casual, so my input is probably too much on the lenient side.
Last edited by GWashington on Mon Nov 03, 2014 5:27 am, edited 1 time in total.
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Re: New Darkness Mob

Postby Nezrukas » Mon Nov 03, 2014 3:45 am

0h f**k
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Re: New Darkness Mob

Postby Dallane » Mon Nov 03, 2014 3:51 am

lmfao
Please click this link for a better salem forum experience

TotalyMeow wrote: Claeyt's perspective of Salem and what it's about is very different from the devs and in many cases is completely the opposite of what we believe.
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Re: New Darkness Mob

Postby DarkNacht » Mon Nov 03, 2014 4:08 am

GWashington wrote:I'm not wanting to make them cheap.
I like that work goes into characters, I heard that it is WAY easier to raise up a new character now. I'm doing that right now and I agree that JC has made the early levels easier, I just think that maybe less of an investment is fair, but Months of investment is so harsh that people start avoiding pvp situations and not risking the death of their character through exploit-ish tactics like logging off.
I feel like a tweak to the "cheaper" side will increase pvp in the game because it seems people are too attached to their charicters.
Like all things in this game their is a balance to be had, I'm just under the impression that at the moment, the balance is off on the harder side.
Then again, I am a filthy casual, so my input is probably too much on the leanent side.

People should be attached to their character and they should feel crushed when they loose them. Also your desire for more lenient system, even though the current death penalty is already far to soft, has nothing to do with you being a casual, many casuals like the harsh systems even though they don't play as much as the hardcore players and there are plenty of hardcore players that wish the game systems would be more lenient.
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Re: New Darkness Mob

Postby Nezrukas » Mon Nov 03, 2014 4:09 am

Dallane wrote:lmfao

But he was died :lol:
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Re: New Darkness Mob

Postby GWashington » Mon Nov 03, 2014 5:45 am

DarkNacht wrote: People should be attached to their character and they should feel crushed when they loose them. Also your desire for more lenient system, even though the current death penalty is already far to soft, has nothing to do with you being a casual, many casuals like the harsh systems even though they don't play as much as the hardcore players and there are plenty of hardcore players that wish the game systems would be more lenient.

hmmm agreed. I would be curious on your exact thoughts about making the death penalty less soft.
Just looking at the characters with biles in the mid 100s to 400s, it feels like I cant get to that level where I can compete with them in a reasonable time frame.
Ether way, PRAS for the new darkness critter. I am looking forward to seeing how more perma-deaths change the game's landscape.
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Re: New Darkness Mob

Postby DarkNacht » Mon Nov 03, 2014 7:03 am

GWashington wrote:
DarkNacht wrote: People should be attached to their character and they should feel crushed when they loose them. Also your desire for more lenient system, even though the current death penalty is already far to soft, has nothing to do with you being a casual, many casuals like the harsh systems even though they don't play as much as the hardcore players and there are plenty of hardcore players that wish the game systems would be more lenient.

hmmm agreed. I would be curious on your exact thoughts about making the death penalty less soft.
Just looking at the characters with biles in the mid 100s to 400s, it feels like I cant get to that level where I can compete with them in a reasonable time frame.
Ether way, PRAS for the new darkness critter. I am looking forward to seeing how more perma-deaths change the game's landscape.

Its a permadeath game the death penalty should be the complete or near complete wipe of your character not 60-70% reduction. Death still hurts but it should be forcing you to rebuild a character from 5 not from 50-100, especially with profs. It should feel like hitting a wall. This should be especially true of main crafters if you mess up and loose one you should not be starting at 100-200 in your top profs, perfectly able to get all your skills and be back up and running right away.
What exactly do you mean by compete? If you mean raid then yes raiding is currently something that takes a lot of time to get to the level where you can raid much of anything. But in combat, especially with guns its far more about personal skill and organization of a group than raw humours. And for crafting you can make most things fairly early and buy the services of a good crafter for more advanced stuff. Because of the slow grind nature of proficiencies and the fact that some of them, like T&N, are always useful to get higher it is true that you will not be competing with a dedicated clothing crafter, that has been playing since the start of the server, any time soon but you shouldn't, if they have been working on advancing their trade daily for months longer then you it should take you a significant amount of time to compete with them.
As it is it takes much less time to advance now then it did at the beginning of the server and because the price of initially expensive but growable items and high purity items will continue to fall and new items to help advancement will continue to be added to the game it will only get easier to advance as time progresses.
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Re: New Darkness Mob

Postby GWashington » Mon Nov 03, 2014 8:11 am

DarkNacht wrote:Its a permadeath game the death penalty should be the complete or near complete wipe of your character not 60-70% reduction. Death still hurts but it should be forcing you to rebuild a character from 5 not from 50-100, especially with profs. It should feel like hitting a wall. This should be especially true of main crafters if you mess up and loose one you should not be starting at 100-200 in your top profs, perfectly able to get all your skills and be back up and running right away.
What exactly do you mean by compete? If you mean raid then yes raiding is currently something that takes a lot of time to get to the level where you can raid much of anything. But in combat, especially with guns its far more about personal skill and organization of a group than raw humours. And for crafting you can make most things fairly early and buy the services of a good crafter for more advanced stuff. Because of the slow grind nature of proficiencies and the fact that some of them, like T&N, are always useful to get higher it is true that you will not be competing with a dedicated clothing crafter, that has been playing since the start of the server, any time soon but you shouldn't, if they have been working on advancing their trade daily for months longer then you it should take you a significant amount of time to compete with them.
As it is it takes much less time to advance now then it did at the beginning of the server and because the price of initially expensive but growable items and high purity items will continue to fall and new items to help advancement will continue to be added to the game it will only get easier to advance as time progresses.

Hmmm vary valid points. I suppose we both want different things from Salem. I just feel with a max yellow/blood level combat would be more balanced. I personally don't enjoy that how good you are at killing others 1vs1 is dependent on how many food items you have crafted for gluttony. Having Characters that work hard at trades such as clothing makes sense to me, they worked for mastering that skill and i feel like this is an awesome form of endgame, but when it comes to people trying to kill each other, it strikes me odd that one person can be as powerful as a god. (This has gotten WAY better with guns though, I am rather happy with combat changes)
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