Publicity

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Re: Publicity

Postby Darwoth » Fri Jul 19, 2013 2:18 pm

oh god, claeyt is still talking kind of makes me want to join the dogpile currently going on in the other forum and go kill newbs on account of him as well.

http://www.youtube.com/watch?v=faU-lqGWgiM (claeyt having a conversation over dinner)



1> you standing in town annoying people with your retardation has absolutely zero to do with roanoke having an extra 15 players :lol:

2> combat system is fine, if anything it needs a few more abilities added not a "massive reworking"

3> gluttony is largely fine as well, i can make a 350 stat character off of 0% tier3 food in a few weeks, much faster if i had more tiered fields. even the candy gangs "titans" are only sitting around 500 stats, which with 10 - 20% tier3 food is well within the realm of achievement even for newbs like you.

4> characters in this game are FAR easier to make than those in HH and FAR less time consuming to make, perhaps you should play games before you run your fellatio cannon about them.

5> bases in this game are so much more secure than those in haven there is nothing to do but shake ones head in amazement at the pure stupidity of you suggesting otherwise.
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Re: Publicity

Postby Claeyt » Fri Jul 19, 2013 3:09 pm

Darwoth wrote:1> you standing in town annoying people with your retardation has absolutely zero to do with roanoke having an extra 15 players :lol:

2> combat system is fine, if anything it needs a few more abilities added not a "massive reworking"

3> gluttony is largely fine as well, i can make a 350 stat character off of 0% tier3 food in a few weeks, much faster if i had more tiered fields. even the candy gangs "titans" are only sitting around 500 stats, which with 10 - 20% tier3 food is well within the realm of achievement even for newbs like you.

4> characters in this game are FAR easier to make than those in HH and FAR less time consuming to make, perhaps you should play games before you run your fellatio cannon about them.

5> bases in this game are so much more secure than those in haven there is nothing to do but shake ones head in amazement at the pure stupidity of you suggesting otherwise.

Man I was eating my wheaties when I watched that. It's morning where you are isn't it, jeez. :roll:

1. Well we did have more and people thanked me for it so I don't know, even 5, 10 more people an hour is more fun honestly and just busier.

2. I don't know, after watching flo and some of the other top PVP guys I noticed they only use like 2 moves tops. Parry is worthless and some of the other moves are kind of dumb to use. I'd like to see maces or some other impact weapons instead of just swords too.

3. Yeah but high end hummus is still soooo important. If you have the tiered food and the hummus you're just golden. I've got hundreds of hummus alt vaulted but never wanted to PVP or raid so I just aimed for enough to break open dead bases. I had plenty of low % tiered food. I just leveled up guys to 50-70 one after the other instead.

4.Really, didn't know that. I always thought that it was easier over there. I've only really just experimented with HnH and you're right it's like swimming in glue. Colesie and Dallane are always talking about how hard it is over here to get a guy raised up and how much more it hurts when a character goes down.

5.Defense is tougher here I've heard, but aren't bases and farms easier to destroy or level here than over there?
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Re: Publicity

Postby Darwoth » Fri Jul 19, 2013 5:00 pm

1> roanoke has always had roughly 10 - 20% more players than jamestown since day one of the servers opening. long before you started playing.

2>
watching flo and some of the other top PVP guys I noticed they only use like 2 moves tops
that is because they are hardly "top pvp guys" :lol: :lol: almost all of the moves have a place in a fight depending on the strategy you are trying to use, the ones that are (mostly) worthless for pvp like a standard punch are needed for newbs hunting criickets etc before they can get a sword.

3> yes high end humus is valuable, just like every other game has things become more scarce/rare as time goes on and things change. does not mean any "massive overhauls" need done since the current endgame humor levels are achievable, more effort does not translate to "broken"

4> this is why you are a retard, colesie and dallane have been demonizing this game for the last year straight and you are STILL believing anything they say about this game or anything else for that matter. in haven you get to forage endlessly for hours upon hours to find "inspirationals" that take real time DAYS to complete. a high end character takes months and months in haven, one can be achieved here in under a month.

5> nothing here is easier to destroy than over there, hence the reason newbs have been raging on the forums for the past two years about the huge stamina requirements to tear down old structures, i can also stand on your claim for 2 weeks in haven with no issues if i wanted to. here braziers force me out within less than a minute and gives you a MINIMUM of a 15 minute window to repair all the damage i did if you are actively defending and i have nobody guarding the hole.
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Re: Publicity

Postby Dallane » Fri Jul 19, 2013 5:26 pm

Darwoth wrote: in haven you get to forage endlessly for hours upon hours to find "inspirationals" that take real time DAYS to complete. a high end character takes months and months in haven, one can be achieved here in under a month.


>darwoth is still using ****** forage curio
>he thinks it takes months to make a combat character

:lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol:
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Re: Publicity

Postby Darwoth » Fri Jul 19, 2013 5:39 pm

talking in general to get started *****, not months later when purity has been ground high enough to make the otherwise **** curios worth using. i personally am not "still using" anything because i am not swimming in the glue pool of haven.


and i said "high end" combat character which is something you have yet to have in either game, "a combat character" can be completed in two days
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Re: Publicity

Postby Dallane » Sat Jul 20, 2013 12:16 am

Darwoth wrote:and i said "high end" combat character which is something you have yet to have in either game


Well that simply isn't true at all.
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Re: Publicity

Postby Delerium » Thu Jul 25, 2013 9:45 pm

IMHO there are a few things that need work for the masses to love Salem. Before that, any mass publicity will probably hurt the game.

  1. Some form of secure trading. Trading in barrels is silly and unrealistic. People can walk up and take your trades in the middle, steal from you, scam you, bait and switch (show you high purity items then swap out for low purity on trade.) Most modern MMO's have secure trade... lets not get stuck in the 90's.

  2. The stall system needs work.
    1. Quantity. Right now there's such a small amount of stalls, only the vets have them, and they rarely go up for sale. Why limit the number? The price is high enough to keep the noobs out.
    2. Bait and switch. When making a purchase, you should get the exact item you see listed. Don't show me an item with one purity value, then give me a different purity value when I buy it. That's bait and switch and a form of scamming.
  3. As stated, there needs to be some incentives to group and help each other. Just to name a few, player made quests, player made town merchant stalls, and allow player stalls to purchase items as well as selling. Right now, this is basically a single player MMO. Outside of town, people avoid each other like the plague. If the american colonies existed like that with no help or cooperation between colonists, they would have died off real quick. Quite frankly I think this is mostly due to the next point.

  4. This game mixes two incompatible play styles, full loot perma-death pvp and crafting sandbox. That probably won't change, but you can bet it will be a reason most people will review this game badly. It's way too niche. One solution would be to make a care bear server that has pvp/looting turned off.
Some of these points I would love to see changed about the game, mainly 1 and 2. 3 and 4 are more stated through the eyes of the public, and don't necessarily reflect my personal view. Put simply, I see both sides of the coin on number 4.

The biggest thing is, this game needs to make money and bring in players. People need to feel like they will get some use out of what they purchase with real world money. That means removing the griefer aspects of this game, plain and simple. Until that happens, it will always be just a niche game with a small player base, and bringing in no income.
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Re: Publicity

Postby Dallane » Fri Jul 26, 2013 1:34 am

Delerium wrote:IMHO there are a few things that need work for the masses to love Salem. Before that, any mass publicity will probably hurt the game.


[*]Some form of secure trading. Trading in barrels is silly and unrealistic. People can walk up and take your trades in the middle, steal from you, scam you, bait and switch (show you high purity items then swap out for low purity on trade.) [/*]


You know what the meaning of realistic is right?

Delerium wrote:[*]This game mixes two incompatible play styles, full loot perma-death pvp and crafting sandbox. That probably won't change, but you can bet it will be a reason most people will review this game badly. It's way too niche. One solution would be to make a care bear server that has pvp/looting turned off.[/*]


Wont happen.

Delerium wrote:The biggest thing is, this game needs to make money and bring in players. People need to feel like they will get some use out of what they purchase with real world money. That means removing the griefer aspects of this game, plain and simple. Until that happens, it will always be just a niche game with a small player base, and bringing in no income.


Pvp isn't the problem and hasn't been.
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Re: Publicity

Postby DarkNacht » Fri Jul 26, 2013 2:07 am

Delerium wrote:IMHO there are a few things that need work for the masses to love Salem. Before that, any mass publicity will probably hurt the game.

  1. Some form of secure trading. Trading in barrels is silly and unrealistic. People can walk up and take your trades in the middle, steal from you, scam you, bait and switch (show you high purity items then swap out for low purity on trade.) Most modern MMO's have secure trade... lets not get stuck in the 90's.

  2. The stall system needs work.
    1. Quantity. Right now there's such a small amount of stalls, only the vets have them, and they rarely go up for sale. Why limit the number? The price is high enough to keep the noobs out.
    2. Bait and switch. When making a purchase, you should get the exact item you see listed. Don't show me an item with one purity value, then give me a different purity value when I buy it. That's bait and switch and a form of scamming.
  3. As stated, there needs to be some incentives to group and help each other. Just to name a few, player made quests, player made town merchant stalls, and allow player stalls to purchase items as well as selling. Right now, this is basically a single player MMO. Outside of town, people avoid each other like the plague. If the american colonies existed like that with no help or cooperation between colonists, they would have died off real quick. Quite frankly I think this is mostly due to the next point.

  4. This game mixes two incompatible play styles, full loot perma-death pvp and crafting sandbox. That probably won't change, but you can bet it will be a reason most people will review this game badly. It's way too niche. One solution would be to make a care bear server that has pvp/looting turned off.
Some of these points I would love to see changed about the game, mainly 1 and 2. 3 and 4 are more stated through the eyes of the public, and don't necessarily reflect my personal view. Put simply, I see both sides of the coin on number 4.

The biggest thing is, this game needs to make money and bring in players. People need to feel like they will get some use out of what they purchase with real world money. That means removing the griefer aspects of this game, plain and simple. Until that happens, it will always be just a niche game with a small player base, and bringing in no income.

1. if the game was going to be realistic it would be possible to walk up and take your **** mid trade, but then you could kick their ass, so Boston would need to be PVP and it would be possible for someone to show you some high quality goods and then give you low quality. Both of these things can be mostly solved by not being an idiot, if someone is standing around find a different barrel, if someone walks up then take the stuff out of the barrel and wait for them to leave, and if you don't want to get scammed into buying lower purity stuff then buy from traders with good reputations or exchange goods in small amounts. The big problem is that its possible to log out next to a barrel, wait for some one to start trading and then log in and swipe their stuff, there should be an area around the barrels where you can't log out.
2. They could probably work on improving the stalls but its not really a big deal, at least not on the server I play.
3. There are incentives to group and help each other, even for hermits. There are player quests, I say that I will give you X if you do Y and then you go and do it.
Purchasing with a stall would be a nice addition but really isn't as critical as many of the other problems the game has. This is not a single player game, you will do much better if you work with others and you will have a much easier time staying alive and recovering when you get killed/raided if you are part of a group.
4. Full loot perma-death pvp and crafting sandbox are not incompatible, the only reason I play this game is because it has both full loot perma-death pvp and crafting sandbox gameplay.
And there will never be a care bear server. What would you even do on one? It would become without the treat of other player the game would become boring and you would run out of things to do before you even hit 100 humours.
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Re: Publicity

Postby MagicManICT » Fri Jul 26, 2013 4:11 am

An open system is an open system, it doesn't matter if it's permadeath or not. EVE is full loot/destruction and, if the players aren't smart, has serious death penalties. They have 300k players and have grown every year for the last 10 years. 100% of everything in EVE must be crafted or harvested by players (exception is basic blueprints which much be thoroughly researched). So yes, they can and do mix. I could also mention Ultima online (which is still going after 15 years) and others which have various levels of PvP death penalties.

If all you're looking for is a safe crafting game where you can design and build things without others taking a crap on your art, you're just not going to find one that is an open multiplayer game. Minecraft has mods to decrease griefing, but that I'm aware, doesn't get rid of it completely. A Tale in the Desert has a player government and manages itself, but still can't manage to completely eliminate various forms of griefing (mostly because some of these are actual competitions). (These are the only two games I know of that are multiplayer and have pure crafting elements to them.)
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