Haunting

Forum for suggesting changes to Salem.

Re: Haunting

Postby Argentis » Wed Mar 11, 2015 3:57 pm

Dallane wrote: It doesn't do any of that. There is nothing to the exploration part of then oh this is a area I can do **** all in. More then likely the noob will die. The Darkness is there for a reason.


I don't think you get my point as why there would be a Darkness area. It would protect something of value. Either a strange lake teeming with fish, or a gold mine, a bear den or some other objects of interest. I would think that if implemented, those haunting places would disappear quickly, settled by avid pioneers who would promptly build a Church thus nullifying the effect of the Darkness.
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Re: Haunting

Postby Dallane » Wed Mar 11, 2015 4:05 pm

Argentis wrote:
Dallane wrote: It doesn't do any of that. There is nothing to the exploration part of then oh this is a area I can do **** all in. More then likely the noob will die. The Darkness is there for a reason.


I don't think you get my point as why there would be a Darkness area. It would protect something of value. Either a strange lake teeming with fish, or a gold mine, a bear den or some other objects of interest. I would think that if implemented, those haunting places would disappear quickly, settled by avid pioneers who would promptly build a Church thus nullifying the effect of the Darkness.


We both know that it won't happen.

It is the EXACT same reason why we don't have purity nodes.
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Re: Haunting

Postby Argentis » Wed Mar 11, 2015 4:13 pm

The thing is that with purity nodes it hindered the development of people coming to the game and who wished to raise their purity. They had to find a purity node if they wanted to get higher purity and all those nodes were taken. However the "goodies" that I propose are not essential. You don't have to have a gold mine if you want to get gold. You can sift. You can kill bears in the wild but having a bear den would just boost their spawn rate. Etc...
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Re: Haunting

Postby Dallane » Wed Mar 11, 2015 4:23 pm

Argentis wrote:The thing is that with purity nodes it hindered the development of people coming to the game and who wished to raise their purity. They had to find a purity node if they wanted to get higher purity and all those nodes were taken. However the "goodies" that I propose are not essential. You don't have to have a gold mine if you want to get gold. You can sift. You can kill bears in the wild but having a bear den would just boost their spawn rate. Etc...


You could get the same purity over time without a node. Its the exact same argument. You are creating a area that will give a massive boost to the first ******* to claim it. Its not balanced.
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Re: Haunting

Postby Argentis » Wed Mar 11, 2015 4:29 pm

Dallane wrote:
Argentis wrote:The thing is that with purity nodes it hindered the development of people coming to the game and who wished to raise their purity. They had to find a purity node if they wanted to get higher purity and all those nodes were taken. However the "goodies" that I propose are not essential. You don't have to have a gold mine if you want to get gold. You can sift. You can kill bears in the wild but having a bear den would just boost their spawn rate. Etc...


You could get the same purity over time without a node. Its the exact same argument. You are creating a area that will give a massive boost to the first ******* to claim it. Its not balanced.


Well the boost could be balanced. I'm not suggesting that the iron of an iron mine is replaced with gold in a gold mine. That would be something like 1/10th of the silver inside of the mine is gold. Bear den would boost bear spawn rate by 2. The lake would count as salt water instead of fresh water. Nothing too game breaking in my opinion but which would add a certain uniqueness to the land you settle in. Uniqueness associated with danger (darkness creatures).
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Re: Haunting

Postby Dallane » Wed Mar 11, 2015 4:32 pm

Argentis wrote: Uniqueness associated with danger (darkness creatures).


If you want darkness experience then go live in the darkness. Stop trying to get a edge over other players without putting in the work.
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Re: Haunting

Postby Argentis » Wed Mar 11, 2015 4:38 pm

Dallane wrote:
Argentis wrote: Uniqueness associated with danger (darkness creatures).


If you want darkness experience then go live in the darkness. Stop trying to get a edge over other players without putting in the work.


Well then disregard my idea of darkness creatures and just keep the random goodies hidden around if you prefer. That would make them even harder to find anyway as you would have to scout every lake and fishtrap them to test, to build every mine and see if they get gold, etc. That would still make it interesting but less in my opinion as the goodies would be thing you find after you have settled instead of when you are actually looking for a place.
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Re: Haunting

Postby Dallane » Wed Mar 11, 2015 4:44 pm

Argentis wrote:
Dallane wrote:
Argentis wrote: Uniqueness associated with danger (darkness creatures).


If you want darkness experience then go live in the darkness. Stop trying to get a edge over other players without putting in the work.


Well then disregard my idea of darkness creatures and just keep the random goodies hidden around if you prefer. That would make them even harder to find anyway as you would have to scout every lake and fishtrap them to test, to build every mine and see if they get gold, etc. That would still make it interesting but less in my opinion as the goodies would be thing you find after you have settled instead of when you are actually looking for a place.


You are explaining why purity nodes suck and are not in the game. It's not interesting or fun at all.
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Re: Haunting

Postby Argentis » Wed Mar 11, 2015 4:45 pm

But I'm not talking about purity nodes! It has little if anything to do with my idea.
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Re: Haunting

Postby Dallane » Wed Mar 11, 2015 4:59 pm

Argentis wrote:But I'm not talking about purity nodes! It has little if anything to do with my idea.


Your idea is to add nodes into the game that will give a competitive edge to whoever settles it. You want to have purity nodes but are too stubborn to see this is a bad idea because you thought you made a edgy innovative feature to the game.
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