Town Skilltrees

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Town Skilltrees

Postby Heffernan » Mon Jan 04, 2016 9:20 pm

Hello, i had this idea come to my mind and like to share it.

a Skilltree for Towns, aka you can build specific Boundary Stone type things that display what they do

learning a skill called "Enhanched Town Managment" (takes 90 L&L and other stuff)

upon learning this one can construct specific structures similar to Boundary Stones or Crosses of Saint Whatever with unique looks that display what they do (like Wooden signs when you click on them)

the production materials should be really high and a town can either build of them

- 1 of all
- as much as they want
- 1 overall

this is what Town Skills could do whilst a player (townmember!) is standing under influence of the Town (+mine) (aka standing on townclaim)

+ decrease of cost of townbell daily
+ passive phlegm regeneration
+ construction speed of all buildings and walls
+ speed up process of cooking whittling etc...
+ 1 to gardening yield
+ cost the enemy double or triple the amount to upkeep a TBF
+ less madness/insanity gained
+ butchering on townclaim increases chance of rare items
+ access to specific items or actions etc...

and whatever u can think off..
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Re: Town Skilltrees

Postby xsarfax » Mon Jan 04, 2016 9:27 pm

hehehe, i like this idea a lot! ¦] Great, upragde town, this is what i want !
+++++++++
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Re: Town Skilltrees

Postby Heffernan » Mon Jan 04, 2016 9:28 pm

xsarfax wrote:hehehe, i like this idea a lot! ¦] Great, upragde town, this is what i want !
+++++++++


yeah you can already increase the effectivness of towns by SIZE why not by functionality?
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Re: Town Skilltrees

Postby TotalyMeow » Mon Jan 04, 2016 9:29 pm

We already had this idea... but rejected it on the basis that we don't want to force you into or out of a skill path (aside from the Witches).
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Re: Town Skilltrees

Postby Heffernan » Mon Jan 04, 2016 9:30 pm

TotalyMeow wrote:We already had this idea... but rejected it on the basis that we don't want to force you into or out of a skill path (aside from the Witches).


not forcing anyone, but increasing the functionality of towns wh owant it or can afford it.
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Re: Town Skilltrees

Postby TotalyMeow » Mon Jan 04, 2016 9:45 pm

Heffernan wrote:
TotalyMeow wrote:We already had this idea... but rejected it on the basis that we don't want to force you into or out of a skill path (aside from the Witches).


not forcing anyone, but increasing the functionality of towns wh owant it or can afford it.


The trouble with this is that it's not fair to people who don't live in a town. It makes it pretty much necessary for every hermit to have a town bell, which is something we don't want to encourage so much. Towns are optimized for groups, not for single players, that's why they're called towns. So, our idea before was to have a choice where you become a town person or you become a hermit, permanently. Each one provides a special set of benefits and a set of drawbacks, or you can never choose and thus get no benefits but no drawbacks either. We couldn't think of a way to keep our ideas from being exploited too much without making the choice permanent, but then that permanence takes away too much of the sandbox quality of Salem. Instead, we hope to do a Pagan/Faith slider system that can give you benefits and drawbacks but can be altered over time so you're never permanently limited, and not being tied to something like citizenship means it's not binary and can be more a spectrum. That's the idea anyway, it needs a lot of work.

JohnCarver wrote:Faith-Based Character Progression Paganism, Priests, Etc.
We have gone 100 different ways with this. The biggest problem is I don't like yet another system in addition to witches that would cause you to choose a 'path'. I am very much in love with how Salem rarely locks you out of one decision simply because you chose a different one. Faith-based systems are very inclined to force players to do this and developing one that allows that flexibility has proven challenging. We will take another go at it tho.
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Re: Town Skilltrees

Postby Taipion » Mon Jan 04, 2016 10:14 pm

TotalyMeow wrote:
Heffernan wrote:
TotalyMeow wrote:We already had this idea... but rejected it on the basis that we don't want to force you into or out of a skill path (aside from the Witches).


not forcing anyone, but increasing the functionality of towns wh owant it or can afford it.


The trouble with this is that it's not fair to people who don't live in a town. It makes it pretty much necessary for every hermit to have a town bell, which is something we don't want to encourage so much. Towns are optimized for groups, not for single players, that's why they're called towns. So, our idea before was to have a choice where you become a town person or you become a hermit, permanently. Each one provides a special set of benefits and a set of drawbacks, or you can never choose and thus get no benefits but no drawbacks either. We couldn't think of a way to keep our ideas from being exploited too much without making the choice permanent, but then that permanence takes away too much of the sandbox quality of Salem. Instead, we hope to do a Pagan/Faith slider system that can give you benefits and drawbacks but can be altered over time so you're never permanently limited, and not being tied to something like citizenship means it's not binary and can be more a spectrum. That's the idea anyway, it needs a lot of work.

JohnCarver wrote:Faith-Based Character Progression Paganism, Priests, Etc.
We have gone 100 different ways with this. The biggest problem is I don't like yet another system in addition to witches that would cause you to choose a 'path'. I am very much in love with how Salem rarely locks you out of one decision simply because you chose a different one. Faith-based systems are very inclined to force players to do this and developing one that allows that flexibility has proven challenging. We will take another go at it tho.



Then this solution is simple:

1.) Add those bonis to pclaims in the way described or whatever way you see fit.
2.) If a pclaim covers a townbell, the bonis are also applied to the whole town area. (maybe requires additional skills/buildings)
3.a.) If there is a pclaim covering the townbell and there is an additional pclaim on the town area, the additional pclaim overrides everything in its area, OR
3.b.) the additional pclaim does nothing. (preferred)

(highly optional:) This could be connected to the proficiencies of the pclaim owner, and thereby encourage specialisation, though it would probably again force people into towns to gain several bonis each at high level, and would make a pclaim mess out of a towns area, whereas currently a "safe" town architecture demands a single pclaim covering the whole town.
Therefore it would be the best to not connect proficiencies with that.
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Re: Town Skilltrees

Postby jakhollin » Mon Jan 04, 2016 10:39 pm

TotalyMeow wrote:
The trouble with this is that it's not fair to people who don't live in a town. It makes it pretty much necessary for every hermit to have a town bell, which is something we don't want to encourage so much. Towns are optimized for groups, not for single players, that's why they're called towns. So, our idea before was to have a choice where you become a town person or you become a hermit, permanently. Each one provides a special set of benefits and a set of drawbacks, or you can never choose and thus get no benefits but no drawbacks either. We couldn't think of a way to keep our ideas from being exploited too much without making the choice permanent, but then that permanence takes away too much of the sandbox quality of Salem. Instead, we hope to do a Pagan/Faith slider system that can give you benefits and drawbacks but can be altered over time so you're never permanently limited, and not being tied to something like citizenship means it's not binary and can be more a spectrum. That's the idea anyway, it needs a lot of work.



But the truth is hermits are required to have towns if they want to make it hard for a raider to raid them. Why does a town get the benefit of having a 24 hour notice and 4 hours to stop the raid all together when a pclaim does not. If that was the case that towns are only for groups then why is there not an upgrade to a pclaim to require a waste claim before attacking a pclaim. Seems the truth about a town is to have one when after you put up a substantial pclaim.
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Re: Town Skilltrees

Postby TotalyMeow » Tue Jan 05, 2016 2:43 am

jakhollin wrote:But the truth is hermits are required to have towns if they want to make it hard for a raider to raid them. Why does a town get the benefit of having a 24 hour notice and 4 hours to stop the raid all together when a pclaim does not. If that was the case that towns are only for groups then why is there not an upgrade to a pclaim to require a waste claim before attacking a pclaim. Seems the truth about a town is to have one when after you put up a substantial pclaim.


Well firstly... the assumption is that a single player will have fewer goods to steal than a town and therefore is a less tempting target. If you're going to be a huge target, you might want to join a town for the protection.

Secondly, there was a TbF for pclaims once, it lasted about 3 days because everyone hated it so much Jorb removed it.
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Re: Town Skilltrees

Postby belgear » Wed Jan 06, 2016 8:19 am

The 24hr notice is the only perk other than "cheaper" land. easier to destroy a town than a pclaim imo. As a matter of fact, Pclaims provide a larger bonus during an actual raid than towns do (raiders cannot position themselves as easily. Remember that 500BB is only around 5 minutes on a pclaim?) just build a pclaim the size of a town (10k) and build your walls to the edge and you are practically as safe as you can be. (specially if that wall is an iron wall that requires 1200phl. Even if it is a brick wall, if you have brazier coverage no one is going to ***** with you really. If they do you have hours and hours before they can actually even breach.) If you are on a pclaim the raider is also unlikely to drop a TBF which will leave you free to port (and map in characters) Your claim being well protected will help far more than a town claim will in defending your items. (If you are talking about 24 hour notice meaning you can move all your ****, hopefully you have a bunch of tiny pocketwatches to smuggle stuff out lol (didn't really help hunkpapa))
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