we need a god damn ***** insanity meter

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Re: we need a god damn ***** insanity meter

Postby er-queent8r » Wed Sep 23, 2015 2:54 pm

Hey Tool, Are you related to Claeyt? Because you sure sound like him.
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Re: we need a god damn ***** insanity meter

Postby Dallane » Wed Sep 23, 2015 5:04 pm

I don't know why you bad trolls are trying to troll kia. Whether you like it or not madness is a very annoying mechanic that should be changed to how it works in a traditional RPG. Yes it is very easy to deal with but that doesn't make it another chore you have to do on top of your other chores. Stop with the constant **** posting because you aren't getting anywhere other then looking like a massive tool.
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Re: we need a god damn ***** insanity meter

Postby Kralith » Wed Sep 23, 2015 7:01 pm

Uhhh, Dallane, when did it happen that you don't like insanity/madness?
Wasn't you the greatest advocate of this mechanic?

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I have try not to answer... but the last 3 days you have show me more than once that you know nothing.

Therefore, just for you:

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Re: we need a god damn ***** insanity meter

Postby jakhollin » Wed Sep 23, 2015 7:12 pm

An insanity meter would be nice but if the mechanic changes because of it then no. I have been keeping my character online for the past few days to avoid the punishment for my crimes and been fighting off madness a lot. So I can sympathize but at the same time I want the safety of knowing that if someone commits a crime against me it is just as hard for them to get away with it. I say leave it how it is. Go whittle some wood. If you whittle every 5 mins one sharpened stick or study a meat shred or wood chopping every 7 minutes it takes a lot of effort to get madness. and when you do 100 silver for some tobacco makes it go away sometimes 2 but W/E. I would not mind the success rate of tobacco being boosted and allow for like tier 4 remove 4 tier 3 remove 3 and so on.
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Re: we need a god damn ***** insanity meter

Postby RobertoKarlos » Wed Sep 23, 2015 7:47 pm

Insanity was added to stop a few players that were avoiding been stocked by staying online 24/7, even if people say that prevents botting(when the most common bots that exist/ed in salem were forage grass bot and lime bot so insanity does nothing to those bots) there was almost no botting. So its another carebear mechanic added as a patch of a not very well thinked criminal system which ended affecting all the player base. Is a turnoff for most new players and has nothing positive besides making the criminal life more hard and not worth it. We had a meter in our client when we played at poopham and the time to stop insanity for turning into 1 level of madness studying curios was 30min (the easiest way). All this could be changed if they add a psychotic episode in which you get an asian wife.
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Re: we need a god damn ***** insanity meter

Postby jakhollin » Wed Sep 23, 2015 7:56 pm

RobertoKarlos wrote:Insanity was added to stop a few players that were avoiding been stocked by staying online 24/7, even if people say that prevents botting(when the most common bots that exist/ed in salem were forage grass bot and lime bot so insanity does nothing to those bots) there was almost no botting. So its another carebear mechanic added as a patch of a not very well thinked criminal system which ended affecting all the player base. Is a turnoff for most new players and has nothing positive besides making the criminal life more hard and not worth it. We had a meter in our client when we played at poopham and the time to stop insanity for turning into 1 level of madness studying curios was 30min (the easiest way). All this could be changed if they add a psychotic episode in which you get an asian wife.



I would prefer the more serious psychotic episodes occur at the higher levels of madness. I dont like the idea of losing my tools when there is madness level 1. Other than that I have been bothered very little by it even when I keep my character on 24/7 to avoid the stocks.

Edit: Remove a possibly inflammatory statement that was not intended to be that was based off a previous post I thought I saw but do not now.
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Re: we need a god damn ***** insanity meter

Postby HolyLight » Wed Sep 23, 2015 8:05 pm

My problem is it was a mechanic intended to stop people doing something they can continue to do anyway(Very esaily if they have the production inplace), Hence its a pointless mechanic. Its only fun element was hearing the voices speak.

It done nothing but turn away new players, turn away casuals, Stop most casuals commiting crime and with the added effort of TBC, doughnut TBF's being allowed, the game is now a stale pile **** beyond a specific point.

I would love to see the numbers or the server status in more deatils.

Bet it will be like:
670 logged in accounts daily
400 unique players daily
5 players with 24 hours daily activity
15 players with 18+ hours daily activity
30 players with 8-18 hours daily activity
50 players with 1-8 hours daily activity
50 players with 5-60 mins daily activity
250 players with <5 mins daily activity
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Re: we need a god damn ***** insanity meter

Postby ToorimaKun » Thu Sep 24, 2015 12:20 am

TotalyMeow wrote:Geez, if you're going to accuse us of lying, at least don't misquote us.

oh really?
JohnCarver wrote:This is nowhere near accurate. New players do have about 30-50 play hours of which they will need to spend approx 2 of them gathering silver to combat this mechanic ASSUMING they have taken 0 counter-measured against losing their sanity of the course of those play hours.


and on that note:
TotalyMeow wrote:Guys, seriously. This mechanic will greatly inconvenience criminals and anyone trying to bot. The rest of you will have little difficulty staying sane.

little difficulty uh?...and greatly inconvenience criminals uh?.... just saying....
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Re: we need a god damn ***** insanity meter

Postby TotalyMeow » Thu Sep 24, 2015 1:44 am

ToorimaKun wrote:
TotalyMeow wrote:Geez, if you're going to accuse us of lying, at least don't misquote us.

oh really?
JohnCarver wrote:This is nowhere near accurate. New players do have about 30-50 play hours of which they will need to spend approx 2 of them gathering silver to combat this mechanic ASSUMING they have taken 0 counter-measured against losing their sanity of the course of those play hours.


and on that note:
TotalyMeow wrote:Guys, seriously. This mechanic will greatly inconvenience criminals and anyone trying to bot. The rest of you will have little difficulty staying sane.

little difficulty uh?...and greatly inconvenience criminals uh?.... just saying....


Exactly, 30-50 hours of life in a character until it reaches madness 10. During that time, they could get enough silver to buy the tobacco or bear skin to reduce their madness before it reached critical with a couple hours effort. That was before he gave more accurate info on exactly how long a player takes to get to 10.

And according to the server logs it does inconvenience criminals and bots. There were never a lot of bots, but now there are almost none, and raiders have to spend a lot of extra time and effort getting tobacco or end up in the stocks. For the most part, everyone else has little difficulty staying sane. I can't be responsible for outliers like you.
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Re: we need a god damn ***** insanity meter

Postby ToorimaKun » Thu Sep 24, 2015 2:09 am

TotalyMeow wrote:Exactly, 30-50 hours of life in a character until it reaches madness 10.

Hmmm... i could see how he meant that.
but still... about 3 or 4 days of playing before your char dies.. >.>
and during that time even a SINGLE level of madness ***** up your tools and any thing in your inventory....

TotalyMeow wrote:There were never a lot of bots, but now there are almost none

i have a felling it is more to the players that were botting quitting then the madness hindering the bots... i haven't heard of any negative effects from madness for picking grass.... tho picking coal on the other hand..... >.>
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