Another Blood Moon Idea

Forum for suggesting changes to Salem.

Another Blood Moon Idea

Postby rustles » Tue Apr 28, 2015 10:07 pm

Idk if this idea has been suggested or not(dont have time to read 95 pages lol), but what if during a blood moon, darkness engulfs the entire world? There could be a second layer of darkness that starts from the sea(effecting boston too) and increases in intensity the further away you are. That would mean darkness creatures would roam everywhere, including boston.

This could stack onto already existing darkness(meaning more intense drainage to players in normally darkness areas).

Of course there should be a 20minute heads up saying "blood moon approaching, seek shelter" in a system message.
User avatar
rustles
 
Posts: 383
Joined: Thu Mar 14, 2013 6:41 am
Location: Uranus

Re: Small Ideas Thread

Postby basil4j » Wed Apr 29, 2015 12:05 am

Back after a long absence and liking the changes so far!

Rather than just add in game items, I think considering how close launch is (if I read correctly), a few items of polish wouldn't go amiss :) Would make the game seem more professional (for lack of a better word) for new players and those with no H&H experience. This is afterall, not H&H.

- Add some basic indication that an object (e.g. fire place) is in use. Perhaps a 'buff' icon, or a floating icon above the object itself while using it.

- Mouseover name tooltips for world objects/forageables. Maybe show ??? at longer ranges since its hard to pickup a smooth stone from flint from 10's of meters :D

- Remove the Seatribe logo from the splash page :D

- Move notifications to a more obvious place, e.g. just below gluttony bar?

- Put the crafting icon beside the building and combat beside the adventure icons. Makes more sense to me.
On that note, IMO having all variety of mixed actions all appearing together and in a similar fashion. Don't know a better way to do it though so wont make suggestions.

- Change the fishing icon to a fishing rod or something, not a cross. Same goes for dig etc etc.

- Add something to the tutorial which tells the new player HOW to do the tasks asked of them. Similar to how we are told to right click on NPC's.
e.g. Give things to nubs requires left clicking to pickup the items, the right clicking to give it to him. The right click part is not obvious and frustrated me for a long time.
basil4j
 
Posts: 1
Joined: Tue Apr 08, 2014 3:59 am

Re: Small Ideas Thread

Postby rustles » Wed Apr 29, 2015 12:45 am

rustles wrote:Idk if this idea has been suggested or not(dont have time to read 95 pages lol), but what if during a blood moon, darkness engulfs the entire world? There could be a second layer of darkness that starts from the sea(effecting boston too) and increases in intensity the further away you are. That would mean darkness creatures would roam everywhere, including boston.

This could stack onto already existing darkness(meaning more intense drainage to players in normally darkness areas).

Of course there should be a 20minute heads up saying "blood moon approaching, seek shelter" in a system message.



To add onto this idea, during blood moon monsters can attack houses with players inside, and after they break down the door they come and kill you. I know this is a bit far fetched and difficult to implement programmically(because the inside of buildings seem to be another instance, and monsters would probably not be able to detect a player inside). The player can board up the doors with boards+nails, and sort of repair the door like that until they run out of resources and are doomed, or blood moon ends.

The higher the building level is, the more difficult it is to break in.

Then finally, churches will be the strongest protection against such attacks, and monsters that break into the church slowly take damage as they are unholy beasts from hell inside of a place of great holiness. Players can fight those forsaken fiends while the noobs are huddled in the back of the church praying for the blood moon to end.

These blood moon events can bring players together, as they would all seek refuge in boston's church.

Bonus: Witches can buff and heal attacking monsters

Even more ideas:
unburied skeletons get reanimated, and dead(but not yet skeletonized) players turn into zombies, and they all have a great aggro rangeImage
User avatar
rustles
 
Posts: 383
Joined: Thu Mar 14, 2013 6:41 am
Location: Uranus

Re: Small Ideas Thread

Postby Dallane » Wed Apr 29, 2015 2:01 am

3spooky5me
Please click this link for a better salem forum experience

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.
User avatar
Dallane
Moderator
 
Posts: 15195
Joined: Wed Aug 01, 2012 2:00 pm

Re: Small Ideas Thread

Postby ShadowTani » Fri May 01, 2015 6:36 am

Rustles, your blood moon idea is NOT a cheap idea (it would probably take weeks of development to implement an invasion scenario) so it's more suited to its own separate topic than here. Either way, I have to agree with Dallane, invasion like blood moons is too much... Risk of accidental permadeath is bad enough than that the game also actively try to kill you. Main problem with this is that it will punish the new players far more than the veteran players that got their own bunker homes. It's bad development practice to implement a system that punishes the new players far harder than the older ones. With that said, I'm open for invasion scenario's if done right, I like that idea, but not in combination with blood moons.
User avatar
ShadowTani
 
Posts: 419
Joined: Wed Aug 01, 2012 6:05 pm
Location: Norway

Re: Small Ideas Thread

Postby Rifmaster » Fri May 01, 2015 7:55 am

The whole blood moon invasion thing wouldn't really work if you just logged off when it happened would it?
User avatar
Rifmaster
 
Posts: 1698
Joined: Fri Jun 27, 2014 9:13 am
Location: Chernobyl

Re: Small Ideas Thread

Postby Scilly_guy » Fri May 01, 2015 3:57 pm

ShadowTani wrote:Rustles, your blood moon idea is NOT a cheap idea (it would probably take weeks of development to implement an invasion scenario) so it's more suited to its own separate topic than here. Either way, I have to agree with Dallane, invasion like blood moons is too much... Risk of accidental permadeath is bad enough than that the game also actively try to kill you. Main problem with this is that it will punish the new players far more than the veteran players that got their own bunker homes. It's bad development practice to implement a system that punishes the new players far harder than the older ones. With that said, I'm open for invasion scenario's if done right, I like that idea, but not in combination with blood moons.

Whilst maybe not relevant to this particular idea ideas can be simple in concept and difficult to implement. Personally I think there should be a thread for the birth of ideas and popular ones are given their own thread so the idea can be fleshed out and holes picked in the finer details.
Scilly_guy
 
Posts: 742
Joined: Wed Feb 20, 2013 12:05 pm

Re: Small Ideas Thread

Postby ShadowTani » Fri May 01, 2015 5:16 pm

Scilly_guy wrote:Whilst maybe not relevant to this particular idea ideas can be simple in concept and difficult to implement. Personally I think there should be a thread for the birth of ideas and popular ones are given their own thread so the idea can be fleshed out and holes picked in the finer details.

Well... The whole forum this thread exist in is kinda meant for idea topics in general, no? So the only thing I'm saying is that there's no reason to put an elephant into a tiny house when there's a big park outside. I also think any idea should have their concept simplified as much as possible, both for the sake of suggestion readability and chance of catching on; thus my opinion is that what separate a good idea from a bad idea is in the presentation of concept complexity.

Rifmaster wrote:The whole blood moon invasion thing wouldn't really work if you just logged off when it happened would it?

And yeah, that was another point... A game design that forces people to stop playing isn't really a good game design. As it's now you aren't forced to log off, you only need to if you're too paranoid about it. That's a fine line, and shouldn't be crossed I think.

Still, as critical and blunt as I may sound about this I DO understand those who want to spice up the blood moon event.. Or want more events in general. I just believe there's less extreme ways of doing that than having a slaughter-fest. Normally I'd just roll my eyes and move on, but because I keep seeing this suggestion getting repeated, I've come to feel a need to express that there are also some off us that aren't that suicidal. Either way, we're probably getting off-topic enough now I think, sorry about that.
User avatar
ShadowTani
 
Posts: 419
Joined: Wed Aug 01, 2012 6:05 pm
Location: Norway

Re: Small Ideas Thread

Postby rustles » Fri May 01, 2015 8:25 pm

Rifmaster wrote:The whole blood moon invasion thing wouldn't really work if you just logged off when it happened would it?


Hard mode: You can't log off during blood moon :lol:

Like I said the noobs could just hide in a church during blood moon, as they would get a warning ahead of time that someones trying to summon a blood moon.
User avatar
rustles
 
Posts: 383
Joined: Thu Mar 14, 2013 6:41 am
Location: Uranus

Re: Small Ideas Thread

Postby Dallane » Fri May 01, 2015 8:49 pm

rustles wrote:they would get a warning ahead of time that someones trying to summon a blood moon.


Terrible idea.
Please click this link for a better salem forum experience

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.
User avatar
Dallane
Moderator
 
Posts: 15195
Joined: Wed Aug 01, 2012 2:00 pm

Next

Return to Ideas & Innovations

Who is online

Users browsing this forum: No registered users and 1 guest