A Brave New Salem

Announcements of major changes to Salem.

Re: A Brave New Salem

Postby RuneNL » Sat Jun 07, 2014 11:11 pm

darnokpl wrote:For me it doesn't matter who they are.
What matters for is
does they are able to make it better with more people online, more content and more finished mechanics?
does their dev-faction is going to impact in-game politics or not?
And questions about GMs/mods with super powers in game, is this something in todo list or not?


Seen how the Chief manages the Tribe?
Considering the amount of loyal members?
His complete and utter surrender to his character Chief?
Even when he felt bad about doing what he does as Chief...

I am 100% sure he will have the game worked on and expanded and even made better.

However, my worries are, better for everyone?

or
does their dev-faction is going to impact in-game politics or not?
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Re: A Brave New Salem

Postby vienradzis » Sat Jun 07, 2014 11:14 pm

MM Tribe dont need any help to be better than you all.


P.S. As i told alrdy Jonny is ****
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Re: A Brave New Salem

Postby JohnCarver » Sat Jun 07, 2014 11:17 pm

darnokpl wrote:And questions about GMs/mods with super powers in game, is this something in todo list or not?


Expect to see GM and/or dev interaction in game. With a formal report and ticket system in the future as well.
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: A Brave New Salem

Postby Kaios » Sat Jun 07, 2014 11:18 pm

vienradzis wrote:MM Tribe dont need any help to be better than you all.


P.S. As i told alrdy Jonny is ****


It has nothing to do with the possibility of them helping themselves, but rather that they could possibly be playing the game and affecting the world and in-game politics for the better or more likely the worse and also developing it at the same time? Doesn't sound very rational.
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Re: A Brave New Salem

Postby vienradzis » Sat Jun 07, 2014 11:20 pm

I will scalp every noob and livestreamer so nothing changes.
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Re: A Brave New Salem

Postby JohnCarver » Sat Jun 07, 2014 11:30 pm

I recall several threads, topics, and rumours where the chief was also jorb. So from my perspective, not much seems to have changed. As for the Tribe, we plan to give you the tools to stop them but it will inevitiably be up to the players to change the political landscape. We do hope to see it change as no confrontation means no drama means no tears for US.
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: A Brave New Salem

Postby Jack » Sat Jun 07, 2014 11:30 pm

Suffragium wrote:While most of these ideas are great, I'm particularly interested in the world boss part. The (possibly fake) leaked screenshot of the Cthulhu model made into a real, living creature would be so ***** awesome. I can already think up some sort of madness mechanic for Cthulhu specifically, but I won't go into detail about that.


No. Don't do that.

http://www.youtube.com/watch?v=7DyRxlvM9VM
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Re: A Brave New Salem

Postby vienradzis » Sat Jun 07, 2014 11:31 pm

JohnCarver wrote:I recall several threads, topics, and rumours where the chief was also jorb. So from my perspective, not much seems to have changed. As for the Tribe, we plan to give you the tools to stop them but it will inevitiably be up to the players to change the political landscape. We do hope to see it change as no confrontation means no drama means no tears for US.


Jonny dont talk **** no tools will help those noobs.
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Re: A Brave New Salem

Postby Mereni » Sat Jun 07, 2014 11:46 pm

JohnCarver wrote:
darnokpl wrote:And questions about GMs/mods with super powers in game, is this something in todo list or not?


Expect to see GM and/or dev interaction in game. With a formal report and ticket system in the future as well.


But I think what some people are concerned about is, if you're going to have GMs in the game (and you imply here that they will be separate from one or two dev characters) how will you ensure that they don't do things like break down a wall to help someone they like raid a town?

On the flip side, I don't want to see the Tribe raid somewhere and then have some idiot on the forum claiming a GM helped us and have people actually believe it because things like that start happening.
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Re: A Brave New Salem

Postby Suffragium » Sat Jun 07, 2014 11:48 pm

Jack wrote:
Suffragium wrote:While most of these ideas are great, I'm particularly interested in the world boss part. The (possibly fake) leaked screenshot of the Cthulhu model made into a real, living creature would be so ***** awesome. I can already think up some sort of madness mechanic for Cthulhu specifically, but I won't go into detail about that.


No. Don't do that.

http://www.youtube.com/watch?v=7DyRxlvM9VM


I think you misunderstood me. I never intended for Cthulhu to be killed, just to be fought/escaped from. Something like if you lurk in the darkness for a while, there's a bigger chance Cthulhu will appear and chase you around. The more you're close to it, the more you lose your mind - to the point where you completely lose the control of your character and just slowly walk towards Cthulhu. Upon reaching it, you will obviously be knocked out pretty soon.

However, if you bring enough players, you could try to take it on - damaging it for, say, 250, would cause it to stun everyone for 10 seconds and "possess" one character, after which point Cthulhu disappears and reappears randomly, only visible to some players. That character will deal several hundreds of damage with any attack and its health will increase by the same amount. If you avoid the possessed character for long enough, it will retain its sanity again and find a rare item in its inventory. After this character is no longer possessed, Cthulhu will not appear randomly for players as it was doing in the battle. It will, however, appear again.
Something deep or funny
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