More Survival Features

Forum for suggesting changes to Salem.

Re: More Survival Features

Postby ArgentRhapsody » Sat Nov 28, 2015 12:25 am

no, this just isn't the type of game that needs that sort of thing. there's already lots out there that already have this kind of mechanic. salem isn't really a "survival" game, not in that way, in any case.

adding this would only waste development time trying to do something that lots of other games already do better. this wouldn't make the game more attractive, it would simply make it fade into obscurity in the survival genre.
ArgentRhapsody
 
Posts: 123
Joined: Sun Nov 01, 2015 9:41 pm

Re: More Survival Features

Postby sMartins » Sat Nov 28, 2015 1:19 am

Yeah maybe you are right....but I still like the idea of a feature that allows you to keep players closely at starting, with more competition or cooperation....so, i thought at survival features and more common dangerous mobs.

However thank you for sharing your thoughts about...cheers.
sMartins
 
Posts: 75
Joined: Fri Nov 13, 2015 12:15 am

Re: More Survival Features

Postby ArgentRhapsody » Sat Nov 28, 2015 1:41 am

sMartins wrote:Yeah maybe you are right....but I still like the idea of a feature that allows you to keep players closely at starting, with more competition or cooperation....so, i thought at survival features and more common dangerous mobs.

However thank you for sharing your thoughts about...cheers.

more mobs & wildlife is still a good idea
ArgentRhapsody
 
Posts: 123
Joined: Sun Nov 01, 2015 9:41 pm

Re: More Survival Features

Postby sMartins » Sat Nov 28, 2015 1:51 am

ArgentRhapsody wrote:
sMartins wrote:Yeah maybe you are right....but I still like the idea of a feature that allows you to keep players closely at starting, with more competition or cooperation....so, i thought at survival features and more common dangerous mobs.

However thank you for sharing your thoughts about...cheers.

more mobs & wildlife is still a good idea


mmmm... I don't understand...It is what i said until now, and you said is not a good idea...Maybe understanding problems due to language....
sMartins
 
Posts: 75
Joined: Fri Nov 13, 2015 12:15 am

Re: More Survival Features

Postby Frotted » Sat Nov 28, 2015 2:18 am

sMartins wrote:
Rubberduckbandit wrote:The games you speak of are literally games where a base can be built, destroyed, and rebuilt in a couple of hours. This game is already enough of a grind, and it takes days for a new player to properly build a fortified base, you're saying you want to add more to that grind?


Yes, at the beginning....a sort of evolution step by step....
First Step: you have to stay alive, learning how to survive and living in peacefull lands, or with other people to help each other and crafting basic stuff (you are not able to build your definitive base from the begining)
Second Step(around 20 level humours, i guess): you are skilled enough to fight mobs and to survive at the enviroment, you have your first money to buy better clothes and better equipment, or you can craft them....so you are free to travel searching your own spot in the wilderness to build your definitive base.

In my opinion this could be very attractive for many players.

P.S.
It could also discourage having many alts...


Your premise is on the community wanting you to live... and while there are some carebears out there... most would love to see you dead...and quit the game entire...

Bigger populace just means more contention later down the road... more RAGE quit after the fact.

Truth is most don't belong here to begin with.

(And then some of us stick around anyway...glutton for punishment, etc... but image existing numbers x100 or 1000... !)
Frotted
 
Posts: 304
Joined: Fri Oct 18, 2013 6:49 am

Re: More Survival Features

Postby sMartins » Sat Nov 28, 2015 2:51 am

Frotted wrote:Your premise is on the community wanting you to live... and while there are some carebears out there... most would love to see you dead...and quit the game entire...

Bigger populace just means more contention later down the road... more RAGE quit after the fact.

Truth is most don't belong here to begin with.

(And then some of us stick around anyway...glutton for punishment, etc... but image existing numbers x100 or 1000... !)



Sorry man, i cannot understand exactly what you mean...

I could say, in my opinion dying is a part of the game....and I will have more fun restarting a new character than having a super skilled character that i don't play with cause i'm too afraid to die....rage quit is for children....in my opinion the fun in a game is while playing, not to be the stronger person on the server or stuff like that...you have to enjoy the process of playing on this game type most of all.....This is only my opinion btw.
sMartins
 
Posts: 75
Joined: Fri Nov 13, 2015 12:15 am

Re: More Survival Features

Postby Dallane » Sat Nov 28, 2015 4:22 am

the problem is that people are not going to work together unless they are already a group together. this game is extremely not group friendly unless you can 100% trust people.
Please click this link for a better salem forum experience

TotalyMeow wrote: Claeyt's perspective of Salem and what it's about is very different from the devs and in many cases is completely the opposite of what we believe.
User avatar
Dallane
Moderator
 
Posts: 15195
Joined: Wed Aug 01, 2012 2:00 pm

Re: More Survival Features

Postby sMartins » Sat Nov 28, 2015 5:04 pm

Dallane wrote:the problem is that people are not going to work together unless they are already a group together. this game is extremely not group friendly unless you can 100% trust people.


Yeah...this is the main reason why i suggested those features above....forcing people to cooperate or interact at the start of the game,when you have nothing to lose, can grown players more cooperative in the future....and this is done, in my opinion, increasing the danger of the world....so again mobs,cold and heat, drink...and stuff like that i thought...you can suggest your opinion about how increasing the danger in Salem. Cheers

P.S. Now the real Danger are only small groups of nerds....ahahah =D, it's a joke...don't get angry...
sMartins
 
Posts: 75
Joined: Fri Nov 13, 2015 12:15 am

Re: More Survival Features

Postby matan002 » Sat Nov 28, 2015 5:07 pm

sMartins wrote:
Dallane wrote:the problem is that people are not going to work together unless they are already a group together. this game is extremely not group friendly unless you can 100% trust people.


Yeah...this is the main reason why i suggested those features above....forcing people to cooperate or interact at the start of the game,when you have nothing to lose, can grown players more cooperative in the future....and this is done, in my opinion, increasing the danger of the world....so again mobs,cold and heat, drink...and stuff like that i thought...you can suggest your opinion about how increasing the danger in Salem. Cheers

The popham ark is something that was intended to "force" people to work together. However it didn't work out and nothing that encourages or forces people to work together will work.....
Lachlaan wrote:The motherbats await a spanking, for the sake of fields.
User avatar
matan002
 
Posts: 974
Joined: Sun Dec 16, 2012 3:18 pm
Location: Valhalla, Sweden

Re: More Survival Features

Postby sMartins » Sat Nov 28, 2015 5:18 pm

matan002 wrote:The popham ark is something that was intended to "force" people to work together. However it didn't work out and nothing that encourages or forces people to work together will work.....


The word "nothing" doesn't exist for me...we can always try to improve the game....anothere interesting feature could be to not allowed to have inherit without having a partner (men+women) on your previous character...but this one is a bit complex feature.....more danger or mobs that need more players to be killed it's an easier way for me, at least to try.
sMartins
 
Posts: 75
Joined: Fri Nov 13, 2015 12:15 am

PreviousNext

Return to Ideas & Innovations

Who is online

Users browsing this forum: No registered users and 4 guests