A vision of Salem's future (Tribal quest unrelated)

Forum for In-Game politics, relations and matters of justice.

A vision of Salem's future (Tribal quest unrelated)

Postby thl111 » Tue May 21, 2013 3:05 pm

Devs have promised us the ability to transfer between servers and with the political situation we have now, there are the Tribe on Plymouth, Candy Gang on Roanoke and well, Lord of Jamestown, Darwoth. When fore mentioned function is available, there would be migrations between the three and conflicts are, I dare venture, inevitable. We all know what happens when Superpower blocs crash into each other and it isn't good. So, in order to prevent total wars in Salem which would result in losses, griefs and rages all over the forum with ***** spam, whine and ***** in every corner of the threads, I suggest a sort of inter-server government. Factions retain their respective sphere of influence as before but according to player's votes, one faction will take control of three servers which includes:
Interference to other factions' actions for the goods of the citizens of Salem.
Providing aids to other factions when needed in the name of justice and fair play.
Ensure safety for inter-server tradings.
The presidency term should be about 3 months after which, followed by a 2 week campaigning and voting season. Each faction will send a candidate who is a member to run for president. This one will be the representative of his/her faction when elected. Since this government's job is to maintain relative peace in Salem and I don't believe in free stuff, there will be a price to pay for that service. So the president can, in his own power, forward a sort of payment or tax to be decided by a group of 10 or more players unrelated to elected faction and are voted by the community of Salem. The next president will either follow last tax or provide a new one under said procedure. If elected faction violate the peace of Salem, others can overthrow it and another election will take place. Everything will be done on forum, from the campaigning to voting via polls. It's just a sketch so feel free to contribute.
We make sword stone for keeper and pull they do it and excalibur come out. have no make stone to for sword we make sword box for sword to put sword in for sword. -Moniker (Anarchy online)
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Re: A vision of Salem's future (Tribal quest unrelated)

Postby Lusewing » Tue May 21, 2013 3:27 pm

You have clearly never played Haven and Hearth, the big power clashes are the best bits of the game. The posturing and propaganda, the shifts in power and the stand offs, its keep the game flowing and vibrant. Now I am not a fighter, far from it, but that doesn't mean that i cant enjoy the excitement and the tension, having to pick which side I pledge myself to or having to hide away to avoid being ripped into by either sides.
Do not argue with idiots, for they will pull you down to their level, then beat you with experience.
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Re: A vision of Salem's future (Tribal quest unrelated)

Postby Ursus » Tue May 21, 2013 3:31 pm

In real life, colonization of the Americas led to the establishment of law and order throughout the continent.

However, the process was long and difficult. At first, the colonists found everywhere the revolver right. Sheriffs and courts appeared much later.

Each state has its own laws took. Even now, the legislation of various states differ from each other.

Federal legislation can not appear at this stage. Community is not ready for this.

I believe it is necessary to make improvements to the game mechanics, which guarantee a minimum of troubles for gamers in the game.
The level of security should allow for gamers to defend their property, even when playing solo, but only with proper fortification.

I think this way of development is the best for the project and community.
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Re: A vision of Salem's future (Tribal quest unrelated)

Postby thl111 » Tue May 21, 2013 3:47 pm

Lusewing wrote:You have clearly never played Haven and Hearth, the big power clashes are the best bits of the game. The posturing and propaganda, the shifts in power and the stand offs, its keep the game flowing and vibrant. Now I am not a fighter, far from it, but that doesn't mean that i cant enjoy the excitement and the tension, having to pick which side I pledge myself to or having to hide away to avoid being ripped into by either sides.

Yes, I played HnH for quite some time and are familiar with the game. This suggestion is only a theory which doesn't take human's nature into account. I don't expect big factions to sit on their hands while there are loots to take out there. There will certainly be wars when server transfer is added and this idea would be, I hope, a skeleton to build up a relative peace in Salem. I don't demand a quiet Salem, for, wars here mean profits to traders. Factions can and will expand their spheres of influence and that means war but between themselves and maybe some poor sods who are caught in the crossfire but the carnage mustn't inflict on the majority of the populace and as we all hope, random raids could be limited due to this system. What I need now is your suggestions to complete the rules of this idea and some debates too.
Ursus wrote:In real life, colonization of the Americas led to the establishment of law and order throughout the continent.

However, the process was long and difficult. At first, the colonists found everywhere revolver right. Sheriffs and courts appeared much later.

Each state has its own laws took. Even now, the legislation of various states differ from each other.

Federal legislation can not appear at this stage. Community is not ready for this.

I believe it is necessary to make improvements to the game mechanics, which guarantee a minimum of troubles for gamers in the game.
The level of security should allow for gamers to defend their property, even when playing solo, but only with proper fortification.

I think this way of development is the best for the project and community.

Thank you for the history lesson. I know the community isn't ready for this, the function isn't in the game yet. Think ahead,man. By the time they are ready and there isn't any ground rule like this, it would be too late. What you said about improvement is purely coding and it's on devs' part, and I have to remind you that players always find a way to defeat these mechanics. An agreement made by the community, felt by them and enforced by the participants will be much stronger and more stable than your proposed mechanics.
We make sword stone for keeper and pull they do it and excalibur come out. have no make stone to for sword we make sword box for sword to put sword in for sword. -Moniker (Anarchy online)
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Re: A vision of Salem's future (Tribal quest unrelated)

Postby Dallane » Tue May 21, 2013 3:54 pm

thl111 wrote:Devs have promised us the ability to transfer between servers and with the political situation we have now, there are the Tribe on Plymouth, Candy Gang on Roanoke and well, Lord of Jamestown, Darwoth.


Poor darwoth has to deal with the Candy tribe =(
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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.
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Re: A vision of Salem's future (Tribal quest unrelated)

Postby Ursus » Tue May 21, 2013 4:10 pm

thl111 wrote:An agreement made by the community, felt by them and enforced by the participants will be much stronger and more stable than your proposed mechanics


Unfortunately, I can not agree with you. My opinion is the opposite of yours.
There is no coercive techniques that are more effective than implemented within the game mechanics.

Also, are you sure that you understand the gameworld created by the developers of the game in the same way as they do, and you want the same things that they do?
Sandbox is not the same as a game for casual gamers.
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Re: A vision of Salem's future (Tribal quest unrelated)

Postby darnokpl » Tue May 21, 2013 4:21 pm

Ursus wrote:Sandbox is not the same as a game for casual gamers.


That is why casual players should move their asses and build larger towns to protect each other.
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Re: A vision of Salem's future (Tribal quest unrelated)

Postby dageir » Tue May 21, 2013 4:23 pm

darnokpl wrote:
Ursus wrote:Sandbox is not the same as a game for casual gamers.


That is why casual players should move their asses and build larger towns to protect each other.



How can they if half of the members of said town is hell bent on destroying it?
Somebody once wrote, "Hell is the impossibility of reason." That's what this place feels like. Hell
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Re: A vision of Salem's future (Tribal quest unrelated)

Postby Lusewing » Tue May 21, 2013 4:30 pm

I very much doubt this game will ever have that much appeal to the casual gamer, there are not enough early gratification mechanics to keep them coming back after short play periods. For those of us that can invest time into the game we can achieve the point where a few hours a week might be enough to keep us going but it requires so much early work I feel it will drive away the casual crowd as they feel they can make no head way. The Game however doesn't have to appeal to everyone.
Do not argue with idiots, for they will pull you down to their level, then beat you with experience.
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Re: A vision of Salem's future (Tribal quest unrelated)

Postby Ursus » Tue May 21, 2013 4:34 pm

darnokpl wrote:
Ursus wrote:Sandbox is not the same as a game for casual gamers.


That is why casual players should move their asses and build larger towns to protect each other.


Well done.

Now we'll just have to take into consideration that the project needed income, and thus a constant increase in the number of gamers.

This is the only one reason why it is necessary to make changes in the game mechanics. Solo players should have a chance to survive in Salem.
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