Expedition vs. Providence PVP Ruleset Vote

Forum for suggesting changes to Salem.

Should Harsh PvP Environment be Expedition Servers Only?

Yes, please keep Providence as close to the current carebear status as possible.
59
63%
No, Salem is about dying, pull the band-aid off, nerf defenses on providence AND expeditions, and let the death roll in.
35
37%
 
Total votes : 94

Re: Expedition vs. Providence PVP Ruleset Vote

Postby Jackxter » Tue Sep 23, 2014 7:57 pm


Although, the other side of me hates the idea that somebody simply quits salem because they are 'bored'. I would rather see people quit in an explosion of tears and emotion than have them simply 'burn-out'. So a part of me thinks why not let everybody die in a way that they will remember and an experience they wont' find in any other MMO at the moment, because after all, isn't that why we are here?....

Decisions.....


Image


¦]
User avatar
Jackxter
 
Posts: 106
Joined: Sat Aug 23, 2014 7:29 am

Re: Expedition vs. Providence PVP Ruleset Vote

Postby Procne » Tue Sep 23, 2014 7:58 pm

Ok then, to me it looks like Providence will be the main game, while expeditions will have somewhat supportive role. As I understand there are 2 ways now:

1. Main combat happens on Providence so all PvP features should be available too, with a slight difference in some rules between servers so that providence towns are more... durable
2. Providence becomes... economical and civilized center of the new world, where not much combat happens, and expeditions are wild areas where it's easy to die but its spoils are necessary for Providence towns to thrive. As in - who is not succesful enough on expeditions is not competitive on providence
Image
Procne
 
Posts: 3696
Joined: Mon Sep 03, 2012 11:34 pm

Re: Expedition vs. Providence PVP Ruleset Vote

Postby JohnCarver » Tue Sep 23, 2014 8:02 pm

Yes, if the carebear providence prevailed in any way, I would still want to make sure that a town that played solely there would always be last to get the new seeded goods and have some general incentive to at least 'try' the expeditions. Which despite what the 'masses' may vote, I would still consider to be the 'real game'.
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.

Nsuidara wrote:it is a strange and difficult game in no positive way
User avatar
JohnCarver
Site Admin
 
Posts: 6826
Joined: Fri Jun 06, 2014 3:02 am

Re: Expedition vs. Providence PVP Ruleset Vote

Postby Procne » Tue Sep 23, 2014 8:06 pm

Are we talking only about seeded goods or also some stuff completely unreproducible on Providence and providing certain bonuses? Some shop items, special ingredients, inspirationals, tools?
Image
Procne
 
Posts: 3696
Joined: Mon Sep 03, 2012 11:34 pm

Re: Expedition vs. Providence PVP Ruleset Vote

Postby JohnCarver » Tue Sep 23, 2014 8:07 pm

Procne wrote:Are we talking only about seeded goods or also some stuff completely unreproducible on Providence and providing certain bonuses? Some shop items, special ingredients, inspirationals, tools?


All of the above. I imagine the Expeditions will be full of a wealth of new content obtainable only there. Of course when the expedition ENDS much of these trade secrets could be pushed back to Providence, but that still would put providence players playing a few months behind the 'current content' unless they have somebody there pushing it back to them.
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.

Nsuidara wrote:it is a strange and difficult game in no positive way
User avatar
JohnCarver
Site Admin
 
Posts: 6826
Joined: Fri Jun 06, 2014 3:02 am

Re: Expedition vs. Providence PVP Ruleset Vote

Postby Bjebr » Tue Sep 23, 2014 8:10 pm

I voted yes too , but I think it's more mixed than that.

In my opinion on Providence leaving a scent should be a extremly dangerous event , even if your Darworth or Biddas , even if you have multiple brick wall around your town. But peaceful / carebear town should have really tough defenses.

In the other hand , as I see it , expedition should be a one way ticket , easier to level biles / skills / money , but no chance to survive for a long time (no chance against PvP and PvE) ¦]

Bjebr
User avatar
Bjebr
 
Posts: 392
Joined: Wed Jan 23, 2013 1:58 pm

Re: Expedition vs. Providence PVP Ruleset Vote

Postby ReardenMetal » Tue Sep 23, 2014 8:18 pm

Has anyone considered removing teleporting (or at least teleporting with items) as a possible way of flushing out more PVP action? If we had to move our goods to Boston using say wagons (i.e. movable stalls) then this would place the emphasis on open combat rather than sieges. It would also increase trade between hermits and nearby towns, thus giving those towns strategic value and upper tier players an actual reward for a successful siege.
ReardenMetal
 
Posts: 3
Joined: Tue Mar 05, 2013 7:57 am

Re: Expedition vs. Providence PVP Ruleset Vote

Postby Jackxter » Tue Sep 23, 2014 8:38 pm

ReardenMetal wrote:Has anyone considered removing teleporting (or at least teleporting with items) as a possible way of flushing out more PVP action? If we had to move our goods to Boston using say wagons (i.e. movable stalls) then this would place the emphasis on open combat rather than sieges. It would also increase trade between hermits and nearby towns, thus giving those towns strategic value and upper tier players an actual reward for a successful siege.


This is definitely a very interesting concept. If I understand what you're saying, higher tiered players such as those in towns would be able to build wagons which could hold boatloads of goods, hermits could sell their own items to these towns' traders (perhaps via an automatic stall that could have a certain amount of money placed by a trader character in which hermits can sell their goods, and the traders can collect later), who can then in-turn sell them to Boston. Groups of raider players could stake out around towns and attack these convoys when they come forth. It'd certainly be fun to be part of organized convoys.

It'd be a little unfair for players with villages further from Boston, however. But perhaps the further one travels from Boston the more likely it is to find certain items? Certain items only in the darkness, maybe that are worth more?

Practically speaking, it'd probably need some testing and refinement, of course, and may not work, but it's still an intriguing idea. And of course, players could still travel to Boston without any goods to participate in fight club and things like that.
User avatar
Jackxter
 
Posts: 106
Joined: Sat Aug 23, 2014 7:29 am

Re: Expedition vs. Providence PVP Ruleset Vote

Postby ReardenMetal » Tue Sep 23, 2014 8:58 pm

Jackxter wrote:This is definitely a very interesting concept. If I understand what you're saying, higher tiered players such as those in towns would be able to build wagons which could hold boatloads of goods, hermits could sell their own items to these towns' traders (perhaps via an automatic stall that could have a certain amount of money placed by a trader character in which hermits can sell their goods, and the traders can collect later), who can then in-turn sell them to Boston. Groups of raider players could stake out around towns and attack these convoys when they come forth. It'd certainly be fun to be part of organized convoys.

It'd be a little unfair for players with villages further from Boston, however. But perhaps the further one travels from Boston the more likely it is to find certain items? Certain items only in the darkness, maybe that are worth more?

Practically speaking, it'd probably need some testing and refinement, of course, and may not work, but it's still an intriguing idea. And of course, players could still travel to Boston without any goods to participate in fight club and things like that.


Basically, yes that would be the idea. As far as towns being further out from Boston, they would essentially trade monetary gain for added security. The benefits of such a system is that it could accommodate all types of players easily. Carebears can live out by the darkness where no one is going to bother them while more advanced and organized players attempt to control the trade network closer to Boston. I realize this would be a massive change in direction, but I thought it would be worth considering at least as a thought exercise.
ReardenMetal
 
Posts: 3
Joined: Tue Mar 05, 2013 7:57 am

Re: Expedition vs. Providence PVP Ruleset Vote

Postby Procne » Tue Sep 23, 2014 9:03 pm

You do realize you will not achieve this by merely adding wagons and removing boston teleport, right? Most of the economy would have to be reworked to give players incetive to actually spend their time and materials on trading like this instead of simply producing everything themselves. It must be damn boring to ride a wagon for 2-3h to buy / sell something
Image
Procne
 
Posts: 3696
Joined: Mon Sep 03, 2012 11:34 pm

PreviousNext

Return to Ideas & Innovations

Who is online

Users browsing this forum: No registered users and 5 guests

cron