looking for wallbasher

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Re: looking for wallbasher

Postby TotalyMeow » Thu Jul 23, 2015 4:42 pm

Otis wrote:I don't believe your 400 at all and if they put in the real numbers I would be surprised if it got over 100 on both servers combined. The fact that it is hidden says something, and the current 'creative' numbers are getting back to pre-popum levels.


Server status lists the population at 1000 accounts logging in per day today. In general, we've seen that about 80% of daily logins are unique, meaning we've got about 800 people logged in today and 200 of their alts. So, not only is the true population higher than you think, the number of alts running around is lower than you think and/or a given alt is important enough that someone will spend all day on it, not logging in another account. Which, if you ask me, makes a lot of the 'alts' in this game more like 'secondary mains'.

The number of accounts for this week is 2200. I don't remember exactly what percentage of alts that one usually is, but it's not as high as you probably think. A lot of those extra accounts are uniques, people who don't log in daily, the casual players who come around on the weekend or every few days.
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Re: looking for wallbasher

Postby Judaism » Thu Jul 23, 2015 4:53 pm

He's talking about chars online right now, as he stated it is hidden for a reason. Accounts currently logged in is not something I really do care about, but why removed it tho ?
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Re: looking for wallbasher

Postby TotalyMeow » Thu Jul 23, 2015 5:06 pm

Judaism wrote:He's talking about chars online right now, as he stated it is hidden for a reason. Accounts currently logged in is not something I really do care about, but why removed it tho ?


Because it was making the game look like it had a lot lower population than it does on account of the fact that people play from all time zones and many only a couple hours a day. It takes a full 24 hours at least to catch everyone who plays daily and a whole week to get most of the casuals. We just didn't like the thought that someone can check server status in a mid week trough time and get the impression that there are only a couple hundred people playing when there are actually thousands.
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Re: looking for wallbasher

Postby Darwoth » Thu Jul 23, 2015 5:23 pm

i spent the last few hours this morning updating my maps (on providence), saw two newbs and 5 fresh campfires while i was running around.

hardly seems empty to me.
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Re: looking for wallbasher

Postby RobertoKarlos » Thu Jul 23, 2015 8:30 pm

Darwoth wrote:i spent the last few hours this morning updating my maps (on providence), saw two newbs and 5 fresh campfires while i was running around.

hardly seems empty to me.

So you are saying there is just 7 players besides you playing the game?
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Re: looking for wallbasher

Postby Tulgarath » Thu Jul 23, 2015 11:13 pm

RobertoKarlos wrote:
Darwoth wrote:i spent the last few hours this morning updating my maps (on providence), saw two newbs and 5 fresh campfires while i was running around.

hardly seems empty to me.

So you are saying there is just 7 players besides you playing the game?


He's saying he saw others in a random sampling of the game map.
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Re: looking for wallbasher

Postby belgear » Fri Jul 24, 2015 1:13 am

RobertoKarlos wrote: I think that the point is that this game was never meant for carebears, trying to get those gamers is what turn out most mechanics ******. Salem was never open about this since the start it was false promoted "Salem the crafting mmo" when there was more pvp and permadeath than crafting. I miss a lot of things about the old servers, especially not having any waste/tbc, in those times there was real danger of logging in the game and see all your stuff destroyed out of nowhere, the sense of real danger plus having to restart from scratch, i would also add world resets every 6-12months so people are actually encourage to do something ingame, is weird but most of players play a permadeath game but are scared to lose their **** when is eventually something that ALL should experience(this lack of experience is imo what makes most players ****** and stop them from trying anything criminal/political ingame), the best tears were the ones caused by jorbtar at the apocalipse of Jamestown/Roanake/Plymouth from tons of this kind of players, most rage about quitting and they were the first to create an alt in Providence(Darwoth).

I enjoyed Jamestown a lot more than providence and popham, even with all the bugged mechanics in jorbtar era. Right now all i see from the devs is adding mechanics counterclock, most of them halfbaked and bugged as *****, and just moving straightforward leaving the previous bugged/halfbaked mechanics untoched as they move in ***** new ones.

I enjoy Providence. I enjoy logging in and seeing a multitude of people that would like to lead peaceful lives. (srsly I am guessing at least 75% of people that play the game play it peacefully) I enjoy being able to maintain a good relationship with these people and offer my services as a ranger and or peace-keeper. This game is an economy simulator. Economy is based on goods, people, and war (at least in the game's time period. I understand economy is largely based on debt now-a-days (debt, people, and war)) Gotta have people to fill all of those positions.
MM has added a lot of content. I would absolutely love to see a chart with actual productivity comparisons between now and then. Some of the things have been not-so-great. It is our responsibility to let them know when we feel that a mechanic is imbalanced/pointless. There was mention of potatoes earlier, I largely agree that they suck and could have just been left out. There was no real special reason to add potatoes other than just having potatoes. (Unless he is going to give us the ability to get drunk :P ) This leads me to my next point, pretty much every mechanic I have seen as pointless they have added something in to make it not pointless. They seem to have a clear idea of where they are going and what they are doing. Not only that, but the amount of information and things that are already in the game that we don't know about is pretty substantial. People are actually pretty damn good at keeping things on the down-low.
Largely I think that the main problem with the game is the scalp board.
people do not value a kill unless it makes it on the board.
There is no incentive, other than sheer satisfaction, to kill someone if they won't make it on that board. I cannot come up with a good incentive program, however, so I don't really talk about it.
For PVP to happen there needs to be incentive, if no incentive the 75% of people that would rather just live peacefully will never even try that **** because ultimately the risks DO outweigh the gains. (in terms of gaining experience and the losses you suffer before you make it anywhere) Crime pays. Crime definitely pays. Killing off crime alts doesn't really "pay" it just temporarily sets someone back and may not ever really do that if the person is prepared for their loss. The incentive before was that you were killing something unknown. For all you (and everyone else for that matter) know you could have been killing their main farmer right there. The unknown made it okay that it was just an alt because you could lie to others and yourself about the importance of that kill. (When in all actuality you were just killing an alt like you would be doing right now under the TBC system) Basically what I am saying is that the old system gave bragging rights to killing alts where as now it is "just an alt" that you are killing.
Don't get me wrong though
I will kill your crime alt if it was used to harm my assets in any way. Not because I can brag about it, but because I need to make the point to you that there WILL be some sort of repercussions for your actions. You might not even be hurt by me killing that alt really, but the point remains the same - You ***** on me I will come after whatever character you used to do so.
ultimately no matter what people say, crime alts do take some work and it is an aggravation to have to rebuild them.

I dunno, I really do like this game
but then again I like people
and this game has you interact with people in a different and more substantial way than any other game I have ever played. Salem friends are real friends.
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Re: looking for wallbasher

Postby Darwoth » Fri Jul 24, 2015 1:19 am

i have long argued for.....

1> scalp credit be awarded to person that turns it in vs person that does the scalping.

2> a second cumulative leaderboard that you can turn any scalp over 300 points in to add to your score as with the justice points board.


not sure if it is a pain in the ass to do or if there has been other reasons, but yeah would be a nice tweak.
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Re: looking for wallbasher

Postby Tulgarath » Fri Jul 24, 2015 2:49 am

I know you guys will call this care bear, but you talk of incentive to fight... if you lose your titan after a good fight, or say.. having your team bail on you when you thought you were about to have a good fight (read about that one once), why would anyone want to fight a fair fight? Should you ever get that great one on one.. your enemy will scalp you.. they don't seem to want a rematch. I have yet to see on the forums, great fight X... hope we do it again soon. So where is the real thrill of a good fight? It seems if you guys stumble upon a fight, you scalp the loser and make a grand story about your version of how it happened. If its action you guys crave, the battle, then maybe you should stop killing eachother off...despite being permadeath, it doesn't mean you have to kill.

Perhaps I just don't see those stories, maybe people try to save face, should they get downed by an adversary and let go. I dont know.../shrug. I know when I am caught I will be most likely scalped because I have little to offer in ways of a ransom, and probably not even a scalp worthy of posting lol (unless your alt wants to post on its account lol), but just my impression from the outside.

I enjoyed PVP in UO, say what you will about penalty for death vs permadeath, but it seemed to have alot more action on a day to day basis, and still decent loot.
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Re: looking for wallbasher

Postby KruskDaMangled » Fri Jul 24, 2015 4:01 am

We might also wait and see how cannon alter this equation in expeditions, and whether or not they also need a legal adjustment to make it easier to engage in crime in some ways, and with less consequences, generally. One scent is already more than enough to track someone across a much larger distance than the entire map of Popham, and for a short term, "anarchic" pvp fest, it seems a little too orderly in terms of having the same balance to the legal systems. I'm not saying their shouldn't be stocks, or trials, but the numbers on that and bile costs for theft and stuff might be worked with.

Unless the devs have considered this and feel that the way things are now is fine.

And again, it might just be a matter of seeing how it works in practice with the cannon. I can talk all I want but in practice, I feel those might make a difference. One instance of waste for lighting the cannon that can take down any wall you please for as far as it goes is clearly highly cost effective crime wise, and changes the ball game because your focus does not need to so much be on bashing the wall. The cannon bashes the wall for you. You only have to clump the defenders over the head, which is different.

They still have an advantage because of torches and stuff, but you don't get burninated to death by torches while you spend half a week trying to use a relatively well humored character to bash the wall, only to retreat periodically to take a breather, lose the crime, and then heal.

And if they want to mess with your cannon and stop it, they have to come out and deal with you.
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