Being KO'd -Or- Why stop the fun?

Forum for suggesting changes to Salem.

Re: Being KO'd -Or- Why stop the fun?

Postby Darwoth » Sun Mar 01, 2015 4:10 am

the problem with a revive mechanic is that it creates an even more zerged combat sitiation, it is bad enough now where no matter how many times i own judaism and his friends they can escape back to town unscathed if i can not run them all off right away. making it so folks can just repop a KOed player makes this far worse and would also eliminate a number of current tactics in both pvp and sieges
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Re: Being KO'd -Or- Why stop the fun?

Postby Argentis » Sun Mar 01, 2015 4:17 am

Darwoth wrote:the problem with a revive mechanic is that it creates an even more zerged combat sitiation, it is bad enough now where no matter how many times i own judaism and his friends they can escape back to town unscathed if i can not run them all off right away. making it so folks can just repop a KOed player makes this far worse and would also eliminate a number of current tactics in both pvp and sieges


But isn't it a good thing? If it eliminates some tactics I'm sure new tactics would emerge quite quickly. It just makes for a changing environment that is almost always healthy in any game.
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Re: Being KO'd -Or- Why stop the fun?

Postby Darwoth » Sun Mar 01, 2015 4:32 am

in this case no it isn't a good thing, it removes yet more risk from pvp combat for the large group while creating yet more for the small one, the differences between which are already astronomical and dumbs the entire system down even further with the removal of several existing creative metagaming tactics in favor of retarded doctor alt spamming tactics, just like i predicted making battery unsummonable (which i am still not happy about) would create a scenario where the judaism's and lailliaths run around newb hunting in a zerg of titans virtually risk free with a 10 bile **** character tagging behind to absorb the scent.
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Re: Being KO'd -Or- Why stop the fun?

Postby Judaism » Sun Mar 01, 2015 5:10 am

Don't act like I like all of those previous changes idiot. I don't like this, nor the randsom thing or anything that reduces risks from open combat such as watches and satan salts. (Altough some of those things bring fun in certain ways, yet when you are playing against anyone serious i.e. Darwoth they are gamebreaking and an almost gauranteed escape.)
Last edited by Judaism on Sun Mar 01, 2015 5:14 am, edited 1 time in total.
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Re: Being KO'd -Or- Why stop the fun?

Postby Darwoth » Sun Mar 01, 2015 5:13 am

watches and satan salts are not even comparable, ***** about that is like ***** about people that use potions in any of the other games, or people that use tea in this one.
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Re: Being KO'd -Or- Why stop the fun?

Postby Judaism » Sun Mar 01, 2015 5:14 am

Darwoth wrote:watches and satan salts are not even comparable, ***** about that is like ***** about people that use potions in any of the other games, or people that use tea in this one.


I don't like tea either. With tea you can easily run away for 3 hours untill the combat fades, very broken IMO.
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Re: Being KO'd -Or- Why stop the fun?

Postby Darwoth » Sun Mar 01, 2015 5:21 am

then learn how to snare or aim musket shots properly.

running for long periods with tea is no more broken than the scenario before tea with you being able to run for 6x as long as your average opponent, with tea combat is no longer dependant on who has more phlegm or who can tag team and regenerate, the more experienced generation of gamers understand that longer fights = more skilled and dynamic fights with a chance for an upset.
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Re: Being KO'd -Or- Why stop the fun?

Postby Judaism » Sun Mar 01, 2015 5:29 am

I like the snares and the guns, they sadly are not easy to hit. Loading takes quite long and failing twice with your gun = losing combat. I just don't like the way how the dockclubs go currently, I know it has very little to do with open combat but people running away for ages is not fun. I have not experienced something simular in the open because any pvp there is rare, assuming the person is far away from his/her town where it really is going to matter.
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Re: Being KO'd -Or- Why stop the fun?

Postby Lallaith » Sun Mar 01, 2015 7:46 am

i think we're better off without this.

some people seem to want to not have to worry about their friends being ko'd when out travelling or whatever. in my opinion, removing this with a revive feature would take away more than it would add, not to mention making things even easier for careless and foolish players. how about you make more effort not to get ko'd? Accidents do happen of course, but thats salem. I'll never forget the time i journeyed for like 5 hours on two characters and both of them ended up ko'd within a few minutes of their destination. I was pretty mad at myself for a few minutes lol. I think most people who've been around a while have had some sort of experience like this and i for one consider my salem experience the richer for it. Would not have happened if i could have revived myself. The last thing we need is for ko's to matter even less. darwoth does have a valid point about it giving even further advantage to large groups in a conflict.
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Re: Being KO'd -Or- Why stop the fun?

Postby Dallane » Sun Mar 01, 2015 8:03 am

Lallaith wrote:i think we're better off without this.

some people seem to want to not have to worry about their friends being ko'd when out travelling or whatever. in my opinion, removing this with a revive feature would take away more than it would add, not to mention making things even easier for careless and foolish players. how about you make more effort not to get ko'd? Accidents do happen of course, but thats salem. I'll never forget the time i journeyed for like 5 hours on two characters and both of them ended up ko'd within a few minutes of their destination. I was pretty mad at myself for a few minutes lol. I think most people who've been around a while have had some sort of experience like this and i for one consider my salem experience the richer for it. Would not have happened if i could have revived myself. The last thing we need is for ko's to matter even less. darwoth does have a valid point about it giving even further advantage to large groups in a conflict.


The discussion is for a medic skill that SOMEONE ELSE can use to bring someone back to a conscious state. I think that there should be a big penalty after the revive.

Lallaith wrote:darwoth does have a valid point about it giving even further advantage to large groups in a conflict.


Next update needs to cut down towns so that only 1 person can be in a town at a time.
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