Haunting

Forum for suggesting changes to Salem.

Re: Haunting

Postby Argentis » Wed Mar 11, 2015 6:45 pm

Dallane wrote:
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.


Fair enough but they are not purity nodes. They are nodes full of goodies. Christmas nodes they shall be called. That would still make incentive for players to settle at certain spots. Either to deny other people from having access to the goodies or to enjoy them yourself. Thus more PvP, more fun, more tears. It's a win-win situation.
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Re: Haunting

Postby Dallane » Wed Mar 11, 2015 7:20 pm

Argentis wrote:
Dallane wrote:
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.


Fair enough but they are not purity nodes. They are nodes full of goodies. Christmas nodes they shall be called. That would still make incentive for players to settle at certain spots. Either to deny other people from having access to the goodies or to enjoy them yourself. Thus more PvP, more fun, more tears. It's a win-win situation.


Whats going to actually happen is that players on top will find these spots JUST LIKE PURITY NODES and no one else will get them. Stop being a moron. The only tears will be you posting down the road because you are at a massive disadvantage.
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Re: Haunting

Postby Potjeh » Wed Mar 11, 2015 7:22 pm

Dunno about naturally occurring darkness spots, but IMO it'd be cool if witches could artificially decrease light levels in an area with some sort of a reverse church.
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Re: Haunting

Postby Dallane » Wed Mar 11, 2015 7:27 pm

Potjeh wrote:Dunno about naturally occurring darkness spots, but IMO it'd be cool if witches could artificially decrease light levels in an area with some sort of a reverse church.


That would be a much more appropriate idea. Witches cursing a area, sending a spirit to haunt a house, etc. Player driven content.

Not "Haunted areas"(Purity nodes) which only a very dedicated players who explored nonstop till they claimed from across the map.
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Re: Haunting

Postby Argentis » Wed Mar 11, 2015 7:39 pm

So what if those places would shift over a period of a few months. They stay in place for 60 days and then shift to another place. 60 days and all over again. That would a strategic value for a short time.
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Re: Haunting

Postby Scilly_guy » Wed Mar 11, 2015 9:12 pm

Argentis wrote:So what if those places would shift over a period of a few months. They stay in place for 60 days and then shift to another place. 60 days and all over again. That would a strategic value for a short time.

And also screw people over. Animals that spawn in the darkness do so because it is darkness, you can't turn that off, and darkness animals can permakill.
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Re: Haunting

Postby Argentis » Wed Mar 11, 2015 10:38 pm

Scilly_guy wrote:
Argentis wrote:So what if those places would shift over a period of a few months. They stay in place for 60 days and then shift to another place. 60 days and all over again. That would a strategic value for a short time.

And also screw people over. Animals that spawn in the darkness do so because it is darkness, you can't turn that off, and darkness animals can permakill.


My point exactly. Currently for a smart player who doesn't take any risk and knows game mechanics there is almost no chance to die. Let's spice it up.
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Re: Haunting

Postby mrmay87 » Thu Mar 12, 2015 12:58 am

Dallane wrote:
Argentis wrote:Upping to get JC's attention.


There is no need to bump if he hasn't commented already. He reads all of these threads. On that note I don't think it really adds much to the game. It takes away from the darkness if anything.



although I hate traveling so deep into darkness, I agree with it taking away from that experience
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Re: Haunting

Postby Dallane » Thu Mar 12, 2015 4:43 am

Argentis wrote:So what if those places would shift over a period of a few months. They stay in place for 60 days and then shift to another place. 60 days and all over again. That would a strategic value for a short time.


Sounds ***** stupid and doesn't add anything to the game at all.
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Re: Haunting

Postby Silent_Bob » Thu Mar 12, 2015 4:52 am

I'm not entirely sure on the idea as a whole, but I do wish there were a few more things to discover while exploring, one of my favorite past-times in Salem. As for 'special' nodes like gold mines and such, while it's likely that at the current server population one or two powerful group(s) will monopolize them (like in H&H for example), once the game is advertised and, God be willing, flooding with newbs, there will be more people around to challenge them. Hopefully that will help even things out if an idea like this is implemented.
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