Permanent, moving, witchcraft quest.

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Permanent, moving, witchcraft quest.

Postby sefer » Sun Jan 24, 2016 6:46 pm

Perhaps witchcraft really is so deadly that you don't want everyone eventually becoming one, or you fear if it persists long enough someones going to post on the forums where it is and what to do for it.. , I am really sad that I missed the quest, having left the server back before the quest took place due to my entire clan leaving the game (they didn't like the chieftain taking over everything on the server, kinda ruined it for them.) So im back after these few years reading up on things, and found out more about witchcraft, and how regretably, the only way I will ever become a witch on providence, is to be given a doll by an already living witch.. Which really bums me out. I'm a loner now, Can't get anyone to rejoin this game, and... Idk, I just figured, being a little witch all alone in the dark seemed fitting for a witch. Yea theres covens, but alot of the stories of witches are those all alone out in the woods, baking children and cursing people to death. I don't want to buy witchcraft, or have to ask someone for it, or make deals, etc.. Why can't there still be a way to earn witchcraft on our own? Is it really so troublesome to leave a permanent ritual to acquire it? If its so dangerous, can't it be included in a moving quest, that sets up at different locations that are unused by players? Im still unsure how witchcraft is truly obtained in the quests, but can't you setup some kind of permanent quest that moves so people can't just post "oh, just follow these screenshots/video to manage your way there, then do this." Maybe the spot or npc teleports each new day? Or better yet, each new witch that completes it, makes it vanish and reappear somewhere else in the world, so atleast that way, we can still stumble upon it and not have to get lucky by knowing a particular witch to still become one? I spent all my time back then trying to learn how to become a witch.. Every rumour, such as the treestumps in the darkness and the bible. Put the bible in the treestump and wait. No no no, you gotta find one on a hill in the darkness. No, its by a stream in the darkness. Etc, etc... It just.. really bums me out after all these years I still can't become a witch on my own, its not something we can just do.. We need GM intervention or witch intervention. Already I can guess at speculation of the Knife of coyote, listed with having a "secret function". My guess is the next expedition is going to include shifters/werewolves and probably has something to do with that knife... Maybe i,ll be around for that hopefully, I just hope it won't be a limited time event.
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Re: Permanent, moving, witchcraft quest.

Postby Dallane » Sun Jan 24, 2016 9:22 pm

I dunno what you are talking about but becoming an witch is stupid easy. Your post is a massive boring block of txt

Witch craft didn't exist when you played. It was a massive troll.

Witchcraft came with the event that random people got.

The witch quest does exist on popham. Nothing is stopping you from becoming a witch other than yourself

Your knowledge of the knife is lacking badly. Get one and see what it does. It's been in the game for a very long time
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Re: Permanent, moving, witchcraft quest.

Postby TotalyMeow » Sun Jan 24, 2016 9:52 pm

You can be a witch alone if you want. But the entire mechanic is based around secrecy and it being a sort of secret society. Therefore, you must at least have some limited contact with a witch to get the ability. Ideally, you're going to have a long-term relationship with them and learn all the skills from them since it's not so easy to figure out what to do without help. Think about it, in those days it was not a thing you just told people, "Hey I'm a witch". People would kill you. There has to be a relationship and some trust.

If you left back when the tribe was owning Providence, you probably haven't seen any of the patches we've done at all, and there certainly wasn't any witchcraft yet. You should probably read over a couple of the patch threads. Just the first post has all the patch info, you don't need to read it all.

Witch quest exists on the Popham server and something like it will probably exist again on the next expedition server. We don't have any plans for such a quest in Providence, though that can always change if we do a Witchcraft revamp. There's so much witch info that's gotten out in public now, it might be time to change it all. :lol:

We have absolutely no plans for a werewolf or anything like that.
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Re: Permanent, moving, witchcraft quest.

Postby sefer » Mon Jan 25, 2016 12:24 am

The way on popham is still up? mm, I misread then, though I was really hoping for it to be out on providence as well (the server seems to have more active people playing. Sure im a loner, but I wanna still bump into people :D.) The premise of my post Dallane was to encourage a moving quest system rather than a static one. A quest that disappeared and reappeared, clues changing accordingly, randomly throughout the map, so that maybe a permanent way could be brought to providence, and to further make it harder for those to speak about whats needed to become a witch, and I could only speculate about the knife as I just returned to the game 18 hours ago from several years of hiatus and have been playing catch up this entire time, its very hard to find out about secrets of salem in such short notice lol, hence my guess about the knife of the coyote which supposedly has a secret function beyond 25% ticks. (And I was also really hoping you guys were planning a new subclass other than witch, I like the sounds of being able to turn into a coyote.. A guy can dream cant he?)

I'm terribly sorry if you thought the earlier two paragraphs (Im running on fumes, they should have been splitup) were boring. Rather than get straight to the point I like to add strength to suggestions by explaining my thoughts behind the suggestion, as sometimes someone will look at a quick, small, suggestion and not give it much thought if it doesn't have some kind of leg to stand on. I assumed that maybe some of you would like the idea of a hard-to-pin-down, moving, quest that changed after one use... I also want to know what your thoughts are on a shifting subclass? Maybe not a "werewolf" in the sense of giant monster, but "were" as in turning into an animal, perhaps bite/claw attacks, or more speed at the expense of a limited inventory.

TotalyMeow, your absolutely right, I would probably blast my own face off and die multiple times before I discovered how to do things properly (my playtime would probably consist of me burning through maud dolls as I yell crap everytime I mess up a spell and toast myself replacing each time with a weaker heir :p.) I do like the idea of covens, and meeting other witches, I had just hoped I could become a witch on my own in providence and eventually met a witch on my own. I rather like the idea of stumbling around in the dark trying to learn how to do witch stuff and damaging myself along the way, it sounds fun lol.
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Re: Permanent, moving, witchcraft quest.

Postby Dallane » Mon Jan 25, 2016 12:30 am

sefer wrote: I also want to know what your thoughts are on a shifting subclass? Maybe not a "werewolf" in the sense of giant monster, but "were" as in turning into an animal, perhaps bite/claw attacks, or more speed at the expense of a limited inventory.


Sounds like it wouldn't fit in the game setting, hard to balance and a furry's wet dream. No thx

I think having the subclass of the witch community is the best way. You are working against the pilgrims together. It would be really fun to have a coven who secretly recruited witches into their town to work together and learn witchcraft.
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Re: Permanent, moving, witchcraft quest.

Postby sefer » Mon Jan 25, 2016 12:39 am

That does sound like fun :D. And your right, given the movement system a animal class would probably be overpowered if it was given good speed.
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Re: Permanent, moving, witchcraft quest.

Postby Dallane » Mon Jan 25, 2016 1:02 am

sefer wrote:That does sound like fun :D. And your right, given the movement system a animal class would probably be overpowered if it was given good speed.


You should get out and join a town honestly. You seem to miss the community aspect with it from your original post. You could always be a secret witch in the town and mess with people lol.
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Re: Permanent, moving, witchcraft quest.

Postby Darwoth » Mon Jan 25, 2016 5:56 am

this thread is painfully retarded for a variety of reasons, you should probably first focus your efforts on not being a newb instead of being a witch.
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Re: Permanent, moving, witchcraft quest.

Postby sefer » Tue Jan 26, 2016 5:46 am

Darwoth wrote:this thread is painfully retarded for a variety of reasons, you should probably first focus your efforts on not being a newb instead of being a witch.


Eh? How is it retarded? It doesn't have to be just for witchcraft. A system of randomly placed "quests" that change places after a person completes said quest, sounds amazing to me. It could seek out undisturbed areas to place clues/objects/etc, or perhaps even more sophisticated as creating a Cave transitional that enters into a whole new wilderness generated at the time for said quest, and then cleans up said area once finished/failed, and then disappears, reappearing some time later, somewhere else in the world that isn't on a claim.

I know how the game works, despite the changes that have happened, the game mechanics are generally similar, i'm as much a noob as someone who died without inheritance, and honestly anyone who doesn't personally know a witch, is a noob involving anything about witches given that openly talking about witchcraft causes the system to be changed to where its unknown again. I was trying to focus efforts on becoming a witch because if I don't focus, it would be a waste if I don't get the correct proficiencies, skills, to be a proper witch. I know perennial atleast has something to do with witchcraft, but what about items/objects? Other than general witch knowledge of needing cauldrons for brews, sewing for dolls, specifics are still unknown, and will always be unknown until I actually acquire witchcraft and dabble in it: So the sooner I become a witch, the sooner I can learn about witchcraft.
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Re: Permanent, moving, witchcraft quest.

Postby TotalyMeow » Tue Jan 26, 2016 7:11 am

sefer wrote:
Darwoth wrote:this thread is painfully retarded for a variety of reasons, you should probably first focus your efforts on not being a newb instead of being a witch.


Eh? How is it retarded? It doesn't have to be just for witchcraft. A system of randomly placed "quests" that change places after a person completes said quest, sounds amazing to me. It could seek out undisturbed areas to place clues/objects/etc, or perhaps even more sophisticated as creating a Cave transitional that enters into a whole new wilderness generated at the time for said quest, and then cleans up said area once finished/failed, and then disappears, reappearing some time later, somewhere else in the world that isn't on a claim.

I know how the game works, despite the changes that have happened, the game mechanics are generally similar, i'm as much a noob as someone who died without inheritance, and honestly anyone who doesn't personally know a witch, is a noob involving anything about witches given that openly talking about witchcraft causes the system to be changed to where its unknown again. I was trying to focus efforts on becoming a witch because if I don't focus, it would be a waste if I don't get the correct proficiencies, skills, to be a proper witch. I know perennial atleast has something to do with witchcraft, but what about items/objects? Other than general witch knowledge of needing cauldrons for brews, sewing for dolls, specifics are still unknown, and will always be unknown until I actually acquire witchcraft and dabble in it: So the sooner I become a witch, the sooner I can learn about witchcraft.


We intend this game to remain a sandbox and have no plans to turn it into an RPG, or add a bunch of instanced quest lines, or give it any goals other than the advancement of characters (which isn't even strictly necessary itself). We like to occasionally do an event for your entertainment or to introduce a new thing like Witchcraft, but we really don't want to make a big thing of it.

Witchcraft isn't something that we encourage you to talk about on the forums. It's meant to be a mostly a secret, and it's meant to be a very difficult path. If you really haven't played in so long, you should go read the update threads and then play for a few months to get back into Salem and understand it again. If you don't, your witch will almost certainly die almost immediately and your effort will be wasted.
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