Game Development: Rooting thy Native Oak

Announcements of major changes to Salem.

Re: Game Development: Rooting thy Native Oak

Postby TeckXKnight » Sun Dec 02, 2012 2:00 pm

The world absolutely needs the ability to remove inactive claims on its own or new players will be very stifled. It takes almost nothing to erect a claim and it should take almost nothing for it to disappear if no one is actually playing on it. Having to buy a new town bell every time anyone wants to find a nice little spot to settle is prohibitive and expensive.
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Re: Game Development: Rooting thy Native Oak

Postby darnokpl » Sun Dec 02, 2012 2:22 pm

Of course I agree with you in 100%, but all I said is if personal claim is on town claim then personal claim upkeep shouldn't get drained.
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Re: Game Development: Rooting thy Native Oak

Postby iamah » Sun Dec 02, 2012 2:55 pm

guess is time to embrace the nomad life... instead of building things I'll just get to know the world, visit every corner, eat what i can, learn what i can, make wives in distant lands...
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Re: Game Development: Rooting thy Native Oak

Postby MagicManICT » Sun Dec 02, 2012 2:59 pm

iamah wrote:guess is time to embrace the nomad life... instead of building things I'll just get to know the world, visit every corner, eat what i can, learn what i can, make wives in distant lands...


<in my best Recruiter's voice> Sounds like you need to join the Navy, son!

On the serious side: find me a sandbox MMO that allows players to occupy territory like this and doesn't have some natural way for the whole thing to be taken over by neighbors or naturally decay within a month or two. I personally haven't played one. In some games, there are assets that will persist over time no matter how long you are gone, but they are of the type that don't occupy "physical space"--take up X, Y coordinates in the game--that someone else may want to put to use.
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Re: Game Development: Rooting thy Native Oak

Postby Etherdrifter » Sun Dec 02, 2012 3:04 pm

For all I was strongly against silver being used for claim upkeep the mech implemented is not actually too bad.

My home costs 5 silver per day to keep alive, ergo one savage charm per week.

The news for our community fort is a little worse. 45 silver per day, no doubt that'll end up vanishing...
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Re: Game Development: Rooting thy Native Oak

Postby Kaol » Sun Dec 02, 2012 3:27 pm

Good update.
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Re: Game Development: Rooting thy Native Oak

Postby alloin » Sun Dec 02, 2012 3:27 pm

Great another moneysink, and I have about 10 x 10.000m2 on all servers...
Seperated over 40+ personal claims & 3-4 villageclaims over 3 servers, great update for casuals !

Gives us a week to get 100% back and i'll remove all my older claims, and donate the Kings Base to someone speshal !

I spend over 300 dollars for a big ass new claim, so I don't abuse the darkness anymore, so i can play casual and relax, and now you make us pay for it (it gets expensive yes) !
This is a crap update for casuals ! Makes it harder for casuals who pay for silver and make it easier for raiders who never spent a penny !

It's starting to sound personal, make raiding in darkness easier, remove bearfights from boston (yes it was me), add pclaim upkeep,... :p
Last edited by alloin on Sun Dec 02, 2012 3:54 pm, edited 1 time in total.
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Re: Game Development: Rooting thy Native Oak

Postby _Gunnar » Sun Dec 02, 2012 3:51 pm

25% tax to safely vault silver, limited time offer :S

or does it only apply to preexisting claims?
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Re: Game Development: Rooting thy Native Oak

Postby jorb » Sun Dec 02, 2012 3:58 pm

_Gunnar wrote:25% tax to safely vault silver, limited time offer :S

or does it only apply to preexisting claims?


Nope. Consider it, indeed, a limited time offer.
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Re: Game Development: Rooting thy Native Oak

Postby Svolota » Sun Dec 02, 2012 4:10 pm

jorb wrote:
_Gunnar wrote:25% tax to safely vault silver, limited time offer :S

or does it only apply to preexisting claims?


Nope. Consider it, indeed, a limited time offer.


add more walls plz :)
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