I've played Salem on and off since 2012 and love the game mechanics. The game is well ahead of its time for a solid and very fun crafting game. Unfortunately this is squandered with Free to Play and MMO. The game starts to lose its charm when you've lost your 3rd or 4th wood drying pile to passersby. As much as I would love for an online cooperative crafting game to work, it doesn't and probably never will. With every Free to Play game it seems necessary to entice people to join with the prospects of attacking others with the "awesome power you can attain". Sadly that means that PVP in general means the cooperation goes out the window. There is no system strong enough to keep a player on his last day of play from using his power to cause havok and then never log in again.
I would gladly pay mainstream game prices for a single player experience of this truly awesome crafting sandbox. I would love to play at my own pace without care of the community that ruins every online sandbox game. Salem's strength is that nothing is wasted. You continue to build up and manage your land. The crafting in Salem feels like it has a purpose. Food has a purpose, farming has a purpose, killing creatures has a purpose. The fear of others adds to the game and greatly effects your decisions and that's great. This is not a discussion against perma-death. I actually have never been killed and have never needed to commit a crime. The game is fantastic the multi-player is not, and in my opinion not needed to enjoy the game. Just before the last wipe I had built my second base with every possible structure short of a brick house (Though I had the bricks and oiled boards ready, just needed to grind some more cricket bundles for glass). I maxed out my skills while playing peacefully single player in a multi-player world. The issue here is the time wasted due to general greifing or working on grief prevention. Single player still calls for walls and such to keep out the snakes, but snakes don't care if you have a triple wall and player defenses.
In the end all games need money to thrive and to provide reward for the hard work the developers put into the game. With online games the cost is increased for servers and future development. There is an inherent need for silver so you can pay for plots in order to make your stuff safer. If that is the hopeful business model to sell silver from the store then fine I guess I’ll move on and play something else. I can't feel cheated as I have enjoyed hours of this game without spending a cent. With the potential to lose everything I never will, and I'm certain that I'm not the only one that thinks and plays this way. But outside of the Free to Play model that the world seems to love paying for, this game has real merit. Let me buy a static copy of this game. (Preferably before the mushroom update and with Ender's Client built in. The game just isn't the same without the land leveling grid from the Ender Client.) I want to support this game, but not as an MMO. Although planned or pre-launch DLC normally makes me cringe, this game is good enough that I would consider buying that too after major patches.
Just something I hope the developers would consider to possibly expand the game marketing to those that would buy and enjoy an offline experience.