Something that works like Church

Forum for suggesting changes to Salem.

Something that works like Church

Postby Frakked » Sun Jun 08, 2014 4:16 am

In the deep darkness- Church is both god-send and curse.

Yeah it gives me an area 10x the size of any base town for darkness negation and drives away hostiles...

However, I'd like to see a mechanic included that has a smaller more limited effect.

Frankly if you explore in the deep- you have one eye glued to the Darkness meter... b/c when it goes to 'no darkness' you know a town is close by, even if you can't see it on the mini-map. The footprint is too damn big. That's great if your town includes markers, flags, etc... but of a hunting lodge or other... Church is far too much.

I'd like to see something that can be activated when I log in... something like a stove... will work for a while so long as I feed it mats...with a coverage area 1/4 of a town and will disappear when I'm not online, etc. So I'm not announcing to the world where I am b/c darkness effect has been permanently negated in a sizable area.

Thanks,
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Re: Something that works like Church

Postby JohnCarver » Sun Jun 08, 2014 5:02 am

Your primary concern is you do not want other players to find you?
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.

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Re: Something that works like Church

Postby nonsonogiucas » Sun Jun 08, 2014 7:37 am

I think, correct me if I am wrong, that in the current state of things not being found is the only way to "stay alive", at least in terms of built structures.

Also it seems that distrust everyone you don't know irl is an absolute rule.

Even if I totally agree that a church sould require an actual town with actual townsmen and therefore a smaller version could be useful for solo player, I would rather concentrate on the fact that in Salem you just cannot play with others, you cannot recruit, you cannot befriend. And I don't think this is a flaw that si built into the "full loot pvp" nature of the game. I always mention EVE Online for comparison: in EVE you can be deceived, you can be mercilessly attacked, scammed, backstabbed and when you do you lose an awful lot.

Edit:
Capital ships require most corporation weeks of effort to built but can be destroyed in 10 minutes. However you can also be smart enough to mitigate the disaster. Careful planning and cunning strategy is possible. It is a possibility actually built into the game. And that makes it a game. If you don't have a chance, if your choices do not matter, you aren't really playing a game.

If Mortal manages to do the same with Salem it will certainly make a name for itself.
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Re: Something that works like Church

Postby JohnCarver » Sun Jun 08, 2014 8:29 am

nonsonogiucas wrote:I think, correct me if I am wrong, that in the current state of things not being found is the only way to "stay alive", at least in terms of built structures.


You are wrong. As of now braziers do enough damage to keep even the highest humour characters at bay. Somebody who does not have braziers should be much more scared of being found. But somebody who cannot make a brazier will also not be settling in the darkness.
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
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Re: Something that works like Church

Postby nonsonogiucas » Sun Jun 08, 2014 9:45 am

Point taken.
Thank you for making things more clear. ;)
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Re: Something that works like Church

Postby Brego » Sun Jun 08, 2014 10:40 am

Frakked wrote:In the deep darkness- Church is both god-send and curse.

Yeah it gives me an area 10x the size of any base town for darkness negation and drives away hostiles...

However, I'd like to see a mechanic included that has a smaller more limited effect.

Frankly if you explore in the deep- you have one eye glued to the Darkness meter... b/c when it goes to 'no darkness' you know a town is close by, even if you can't see it on the mini-map. The footprint is too damn big. That's great if your town includes markers, flags, etc... but of a hunting lodge or other... Church is far too much.

I'd like to see something that can be activated when I log in... something like a stove... will work for a while so long as I feed it mats...with a coverage area 1/4 of a town and will disappear when I'm not online, etc. So I'm not announcing to the world where I am b/c darkness effect has been permanently negated in a sizable area.

Thanks,


Lazzy *******.You just need to make smaller and better for own aspects
or you wanted Altar which can be put in the deep dark and it will reduce your drain biles.That's funny
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Re: Something that works like Church

Postby Scilly_guy » Sun Jun 08, 2014 11:00 am

I have been thinking the same thing about Churches, I have recently moved to the darkness, its my first time, be gentle. I came to hunt argopelters, the only really difference out here at this stage, now that MM have bought the game we might see some more darkness content. But there is no point in me building a church as it will destroy the argo spawns nearby, I don't mind the bile drain, I am not too deep so its not that bad. Perhaps if the effect of the church was linked to how much it was used. I have mentioned a lot recently about adding more resource sinks, if the church asked for inspirationals, food, materials that we had to supply for it to reduce the darkness it would give people control over its effect.

Brego wrote:Lazzy *******.You just need to make smaller and better for own aspects
or you wanted Altar which can be put in the deep dark and it will reduce your drain biles.That's funny

Personally I am sad that I won't be building a church, I think the OP isn't after an easy option either, if anything we are saying the church is overpowered.
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Re: Something that works like Church

Postby Brego » Sun Jun 08, 2014 11:09 am

Scilly_guy wrote:I have been thinking the same thing about Churches, I have recently moved to the darkness, its my first time, be gentle. I came to hunt argopelters, the only really difference out here at this stage, now that MM have bought the game we might see some more darkness content. But there is no point in me building a church as it will destroy the argo spawns nearby, I don't mind the bile drain, I am not too deep so its not that bad. Perhaps if the effect of the church was linked to how much it was used. I have mentioned a lot recently about adding more resource sinks, if the church asked for inspirationals, food, materials that we had to supply for it to reduce the darkness it would give people control over its effect.

Brego wrote:Lazzy *******.You just need to make smaller and better for own aspects
or you wanted Altar which can be put in the deep dark and it will reduce your drain biles.That's funny

Personally I am sad that I won't be building a church, I think the OP isn't after an easy option either, if anything we are saying the church is overpowered.


Building church is needed in very deep darkness .Building Church just with own wish
.IF you want more easier life in deep darkness you can build this.
Other things is your problem as Frakked wrote we need something smaller .So what is the main problem of church ?
Are you so ***** lazy to build church ?
or are you lazy to raise char biles and heal him while you getting sometime thing purity in darkness.
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Re: Something that works like Church

Postby Dallane » Sun Jun 08, 2014 11:13 am

I believe he is asking for something not as powerfull and expensive to build as a church but does the same affect in darkness at a much smaller scale for small outpost used for hunting and exploring.
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Re: Something that works like Church

Postby Brego » Sun Jun 08, 2014 11:18 am

Dallane wrote:I believe he is asking for something not as powerfull and expensive to build as a church but does the same affect in darkness at a much smaller scale for small outpost used for hunting and exploring.



you are idiot.
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