in-game system for town/village recruiting

Forum for suggesting changes to Salem.

Re: in-game system for town/village recruiting

Postby Thor » Tue Jul 30, 2013 9:28 pm

TeckXKnight wrote:
DarkNacht wrote:There are lots of ways to build a community with people you don't know IRL and still be safe. Your problem is that your not using the protections that the game gives you correctly.

While I don't agree with darnokpl, I would like to challenge your statement that the game incorporates anything that would stop betrayal. For a town to have any semblance of operation people need to have permissions to the tools they need. Once someone has been granted permissions, often via becoming a member of a town or being granted such on a personal claim, there's nothing that you can do to stop them from destroying these tools, wiping out storage, and generally causing a huge mess before teleporting away without facing any music or leaving any criminal scents.


Derailing a bit from this, but what is behind that Town (ctrl + p) button?
I wish there would be area permissions set to different groups or individuals.
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Re: in-game system for town/village recruiting

Postby Potjeh » Tue Jul 30, 2013 9:34 pm

DarkNacht wrote:There are lots of ways to build a community with people you don't know IRL and still be safe. Your problem is that your not using the protections that the game gives you correctly.

LOL. Care to share some of these protections the game supposedly provides?
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Re: in-game system for town/village recruiting

Postby DarkNacht » Tue Jul 30, 2013 9:41 pm

TeckXKnight wrote:
DarkNacht wrote:There are lots of ways to build a community with people you don't know IRL and still be safe. Your problem is that your not using the protections that the game gives you correctly.

While I don't agree with darnokpl, I would like to challenge your statement that the game incorporates anything that would stop betrayal. For a town to have any semblance of operation people need to have permissions to the tools they need. Once someone has been granted permissions, often via becoming a member of a town or being granted such on a personal claim, there's nothing that you can do to stop them from destroying these tools, wiping out storage, and generally causing a huge mess before teleporting away without facing any music or leaving any criminal scents.

I did not say that you can keep all people from betraying you or that when they do there will be no damage but with propers use of gates and permissions you can minimize the damage a person can do without leaving a sent. Yeah they can steal some tools and steal/trash whatever they where working on but they should not be able to destroy anything of importance without triggering defenses and leaving scents.
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Re: in-game system for town/village recruiting

Postby Potjeh » Tue Jul 30, 2013 9:42 pm

If you're using multiple claims you're doing it wrong, because personal claims take precedence over town claims when it comes to triggering braziers.
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Re: in-game system for town/village recruiting

Postby Kandarim » Tue Jul 30, 2013 9:47 pm

Thor wrote:Ah don't get me wrong here, I too would like to see more renovations!
And a public channel within each server accessible from anywhere would be sweet. And some kind of trade channel too.


you mean like a *gasp* irc chat with a seperate trade channel ? Look how active that one is :)
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Re: in-game system for town/village recruiting

Postby DarkNacht » Tue Jul 30, 2013 9:49 pm

Potjeh wrote:If you're using multiple claims you're doing it wrong, because personal claims take precedence over town claims when it comes to triggering braziers.

Do you want an easy to build defense or the ability to minimize the damage of a betrayer?
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Re: in-game system for town/village recruiting

Postby Potjeh » Tue Jul 30, 2013 9:51 pm

Not referring to ease of build. I'm saying is that you need to either leave your village highly vulnerable to outside attacks or highly vulnerable to internal saboteurs. The only decent solution here is not recruiting people you don't know and trust for a really long time.
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Re: in-game system for town/village recruiting

Postby TeckXKnight » Tue Jul 30, 2013 11:32 pm

Permissions and claims as a whole need to be reworked. Many will disagree but as they are leaves much to be desired. As a concept they're simple enough that they seem to work to deter invaders but in practice they create vaults and only brew trouble when trying to form a group. In a closed environment when working with only one person or a small group of people they work great -- and that's exactly what we see them used for. They need to be reworked so that they can accommodate large groups of people.

Ways to have gates shut and lock themselves if criminal acts are detected, defenses that can be set to attack when certain actions such as destruction, even if not criminal, occur nearby, ways to identify who used what container last, and lists for town leaders of their members along with ways to summon, punish, and banish members would help immensely.

Communication is a huge deal but as it is there really is no in-game method to communicate things effectively to your group as a whole. Having charters, laws, and the tools to enforce these things would be nice.
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Re: in-game system for town/village recruiting

Postby Dallane » Wed Jul 31, 2013 12:27 am

TeckXKnight wrote:
DarkNacht wrote:There are lots of ways to build a community with people you don't know IRL and still be safe. Your problem is that your not using the protections that the game gives you correctly.

While I don't agree with darnokpl, I would like to challenge your statement that the game incorporates anything that would stop betrayal. For a town to have any semblance of operation people need to have permissions to the tools they need. Once someone has been granted permissions, often via becoming a member of a town or being granted such on a personal claim, there's nothing that you can do to stop them from destroying these tools, wiping out storage, and generally causing a huge mess before teleporting away without facing any music or leaving any criminal scents.


Thats one reason why you see groups of people with multiple towns separating their warriors and crafters.
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Re: in-game system for town/village recruiting

Postby Darwoth » Wed Jul 31, 2013 12:39 am

you should not be able to mass zerg recruit without risk, adding a bunch of artificial layers to protect people from their own bad judge of character removes that risk and a large part of the sandbox nature of the game with regards to infiltration and spies.
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