A Brave New Salem

Announcements of major changes to Salem.

Re: A Brave New Salem

Postby nonsonogiucas » Sun Jun 08, 2014 9:22 am

JohnCarver wrote:Every player who has the ability to maker braziers has the ability to completely eliminate any risk to his base.


Let me argue that being nearly invulnerable is as bad as being destroyed the moment you are found.

Anyway, even if you are right in proclaiming that I am a "know nothing Jon Snow", you are not right in dismissing the matter. In fact a base can be destroyed not because a noob hasn't tested braziers but because of an infiltrated alt.

Do not misunderstand me please, coming from EVE Online I am not against subtle plotting and backstabbing. I'm pointing out that if braziers are OP as damage dealing defenses, betrayal is even more OP especially because of lack of control over town members.

Many players have argued that making braziers OP made the game less interesting, I can't tell cause I can't really have tested them yet but I can understand why. It was a superficial move to try to stop players from leaving the game too soon.


I want to make an apology now JC because I can really see how it could look like I'm trying to demolish your ideas or you personally, I'm not really. I'm trying to build comprehension of what will probably be Salem in the near future. If in the meantime I manage to contribute to its growth even in the smallest way I would consider it a great achievement, but I'm not pretending to.


While each class has a "Perk" to themselves for obtaining prestigious milestones in their advancement. They also have a bonus to their towns and friends. You will want to know a hunter, you will want to have one in your town even more for the benefits he brings. Nothing would make us happier to see town recruitment threads "XXXX Town looking for Miner" or "Miner LF Town". We feel that right now a specific player doesn't bring enough value to a town to make him worth the spy risk. Giving players skills and benefits that add to the overall group they affiliate with is one way we wish to solve the problem.


This is actually fantastic! :D

Cheers, and keep up the good work please! ;)
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Re: A Brave New Salem

Postby Jalpha » Sun Jun 08, 2014 9:27 am

At a guess I'd say actions and timers are not randomised in the Haven bots. There simply isn't any need to, as randomising timers in particular is only done to prevent detection. In haven bots are currently allowed. The reasons for this have been explained there.

If you start running a detection process for repetitive actions then you will begin to see people adding randomisers to their bots. You can't stop bots through detection, and in a game like Salem preventing them through reporting has limited application. In the end to prevent bots you are looking at having to have the clients contain spyware which observes applications running in the background, and there are even ways to circumvent this method of detection. Random events like the ones which occur in Runescape is another option, although there are ways around that too.

I believe the complexity of this process is why it was always Jorb and Loftars goal to prevent botting by reducing the desire to bot, by making tasks reasonably painless without bots. This is a simpler method, and makes the game more "fun".
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Re: A Brave New Salem

Postby JohnCarver » Sun Jun 08, 2014 9:28 am

nonsonogiucas wrote:
Let me argue that being nearly invulnerable is as bad as being destroyed the moment you are found.



We think Braziers are overpowered. We don't want to fix or adjust them until most players who picks up a scent have a reasonably good chance of being able to do something about it. At that point we expect to see the true hate and tears and are preparing for it! Also, I do my best not to take criticism or skepticism as a personal attack. What we are doing here is little better than theory crafting. As such, it would be silly for any parties to get worked up about the what ifs. We are big enough to admit if and when we are wrong, and so either way I'm not worried. If something doesn't play out the way we think it will, we will roll back that build/patch and try again.
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Re: A Brave New Salem

Postby Thor » Sun Jun 08, 2014 9:30 am

JohnCarver wrote:
nonsonogiucas wrote:
Let me argue that being nearly invulnerable is as bad as being destroyed the moment you are found.



We think Braziers are overpowered. We don't want to fix or adjust them until most players who picks up a scent have a reasonably good chance of being able to do something about it. At that point we expect to see the true hate and tears and are preparing for it! Also, I do my best not to take criticism or skepticism as a personal attack. What we are doing here is little better than theory crafting. As such, it would be silly for any parties to get worked up about the what ifs. We are big enough to admit if and when we are wrong, and so either way I'm not worried. If something doesn't play out the way we think it will, we will roll back that build/patch and try again.


Previous developers had the problem of not admitting their mistakes, look how it turned out!
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Re: A Brave New Salem

Postby nonsonogiucas » Sun Jun 08, 2014 9:39 am

JohnCarver wrote:What we are doing here is little better than theory crafting. As such, it would be silly for any parties to get worked up about the what ifs. We are big enough to admit if and when we are wrong, and so either way I'm not worried. If something doesn't play out the way we think it will, we will roll back that build/patch and try again.


I loooooooove theory crafting JC :geek: ! And being a developer myself I see nothing wrong in revising what portions of the design didn't produce the expected results, so I'm looking forward for even more theory crafting as a way to review the theories after their implementation.

Cheers
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Re: A Brave New Salem

Postby JohnCarver » Sun Jun 08, 2014 9:40 am

nonsonogiucas wrote:I loooooooove theory crafting JC :geek: !

As do I. Which is showcased by my willingness to engage in long discussions about outcomes neither party could possibly know the true final result .
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Re: A Brave New Salem

Postby Tamasin » Sun Jun 08, 2014 9:48 am

I'm a little concerned that some of these changes sound like they're just going to increase summon kills. summon kills are boring and lame. What i really want to see is raiders being able to attack enemy bases with defenders, and each side being able to have a reasonable chance against the other. This is much more fun and exciting and satisfying for everyone i think, totally prefferable to having people easily breaking into bases and summon killing offline players at their leisure.
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Re: A Brave New Salem

Postby Ukhata » Sun Jun 08, 2014 9:59 am

a small question with a lot of potential.

will seasons ever come to Salem?
will we ever get out of perpetual automn?
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Re: A Brave New Salem

Postby cannibalkirby » Sun Jun 08, 2014 10:13 am

Ukhata wrote:a small question with a lot of potential.

will seasons ever come to Salem?
will we ever get out of perpetual automn?

+1 for seasons and weather, no preference on a day or night cycle though
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Re: A Brave New Salem

Postby Dallane » Sun Jun 08, 2014 10:15 am

cannibalkirby wrote:
Ukhata wrote:a small question with a lot of potential.

will seasons ever come to Salem?
will we ever get out of perpetual automn?

+1 for seasons and weather, no preference on a day or night cycle though


Night and day would be interesting if there will be different forage/animals spawning in each. The visual affects of it would more then likely be removed with custom clients.
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