Spazzmaticus wrote: I step back and look at it I just don't see how it makes for an overall enjoyable experience.
Why do some games force you stay 'warm', force you to not die of thirst? For you to not die of hunger? etc. etc. etc. This mechanic is no different and has blazed no trail in this regard. Some people enjoy the struggle and that is really ALL this mechanic adds, yet another struggle in a world that is intentionally suppose to be difficult. Players not looking for struggles and challenges and instead focusing on content and positive progression will leave from this patch empty handed. I understood that when we decided to do that and I am just as happy now as I was then about it.
I parsed the server stats. 4.2% of the players appear to be having a hard time understanding the mechanic in general. There is also about 10-15 positive PM's I get about thanking me for 'fixing' salem back to the hardcore game it was meant to be for every 1-2 PM's demanding a restore because they itched themselves to death during a blood moon. These are HIGHLY acceptable losses considering I feel strongly it was a large and positive step towards "Survival", a concept that prior to this patch didn't exist.
As stated earlier, prior to this patch you would afk for 100+ hours and/or live in a mine drinking tea and mining for 100 hours straight ignoring any aspect of 'survival'. It was just quite frankly not a survival game and as you pointed out if you chose not to go fight permadeath monsters and build a few braziers behind a few walls you could 'nullify' permadeath entirely. It was unacceptable and I now consider it largely fix'd.
Players who don't build beds, don't buy tobacco, don't make conscience efforts to lower their insanity and don't spend any time educating themselves on how
A and possibly
THE core mechanic of Salem works will find that they basically have 50 hours of play time on a Free2Play MMO. They can think of it like a 'Trial Account' that expires in 50 hours and can be renewed as soon as they pass a Salem Exit Exam and prove that they have the required minimum intelligence level that is combating madness.
I respect that it feels, and quite frankly IS, a tax to play the game. Why do some games only give me (3) lives? Why does Zelda limit my number of hearts? Why does XYZ spaceship game only give me so much fuel before I have to find a refueling station? Players could pretend that a game should NOT create artificial restrictions for the sake of artificial restrictions, but in reality we prioritize the measurements in our game based on two simple things. The investment it demands from you, and the emotions it provokes. We feel that this patch increases both of those things and quite frankly have read VERY little in these last 100 pages to change our minds.