Why this late on Plymouth am I still only seeing 3-4 walls?

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Re: Why this late on Plymouth am I still only seeing 3-4 wal

Postby Vibe » Mon Dec 31, 2012 11:06 am

Dallane wrote:I'd say its more along the lines of nothing to do. Not everyone wants to get involved in pvp. Summon wars is about the only thing to do after you have everything.


I do agree Salem needs more content. H&H has a lot more stuff to do and you can start doing stuff a lot earlier, due to easier to acquire skills that unlock crafts and builds. But I was speaking more for the casuals, I doubt most of them have done everything and quit because they had nothing to do.
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Re: Why this late on Plymouth am I still only seeing 3-4 wal

Postby Dallane » Mon Dec 31, 2012 11:12 am

Vibe wrote:
Dallane wrote:I'd say its more along the lines of nothing to do. Not everyone wants to get involved in pvp. Summon wars is about the only thing to do after you have everything.


I do agree Salem needs more content. H&H has a lot more stuff to do and you can start doing stuff a lot earlier, due to easier to acquire skills that unlock crafts and builds. But I was speaking more for the casuals, I doubt most of them have done everything and quit because they had nothing to do.


Foraging is boring as hell esp if you are stuck in a terrible biome. Getting skills is stupid easy actually.
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Re: Why this late on Plymouth am I still only seeing 3-4 wal

Postby Vibe » Mon Dec 31, 2012 11:13 am

Dallane wrote:Foraging is boring as hell esp if you are stuck in a terrible biome. Getting skills is stupid easy actually.


I wasn't necessarily saying they're hard to get, more about how boring it is to get them and how you're useless until you have quite a few skills learned. First impression is important: if a new player is forced to only forage for hours, he's likely going to quit.
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Re: Why this late on Plymouth am I still only seeing 3-4 wal

Postby Shizen » Mon Dec 31, 2012 11:46 pm

I don't know, I consider myself a new player, still. I didn't play HnH. I did watch some videos about Salem before I got into the beta. I loved the forage/exploration stage of the game. And the nomadic ad hoc settlements stage. I love the skill system, etc. I suppose I knew what to expect, and I had seen videos of the interface so none of that phased me. At this point though, there really isn't much to do. I have all the skills. I got my first prof to 100 the other day (not sure if I can go above that). I agree that there is relatively little options for things to do in the end-game. I eagerly look forward to new feature/releases. Anyway, I'm part of a small village now and we toy around primarily with concerns of defense, which is I think the main point of this thread, so back to that...

The issue with walls, and why building 5+ layers seems pointless is two fold. First there's diminishing returns on space/resources used to protect stuff and what you are protecting. Ignoring that, the main issue is that 6 walls are not significantly better than 3. I can already break a hole in a plank wall in a few minutes (admittedly not facing brazier "fire"), and I'm far from a high bile vet. Why spend weeks building 2 more layers of plank walls that will take a serious raider less than 2 minutes to break through. I hear people talking about spending hours breaking down walls in this thread. What hours are you talking about?

As for other suggestions in this thread,

Re: Coles
I readily recognize and acknowledge the wisdom of skewed gates... They just look horrible :( (and I imagine are bothersome to drag sleds through).
The brazier wall brazier defense sounds fine until you have to reload one of your braziers (unless you are implying only one thickness of walls, in which case it's terrible).
I thought about a tree wall myself, but haven't verified if you can plant trees close enough together for a successful tree wall. I also imagine that would look most unnatural :).
A wall of auth objects sounds particularly ugly (and expensive), but sure :).
I'm not sure what a glitched stone wall is, but like the sled wall construction sounds like bug exploitation which I'm not especially enamored of (which I think was also your point in that part of your post).

Re: Chief
Bears despawn when no one is around, so they can not be used for an effective defense. I do not understand the value of diagonal hodgepodge of walls :/ Don't suppose you'd explain that?

For me, it seems that there is no effective defense other than anonymity (and luck).
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Re: Why this late on Plymouth am I still only seeing 3-4 wal

Postby painhertz » Mon Dec 31, 2012 11:54 pm

For me, it seems that there is no effective defense other than anonymity (and luck).


^^^^ This. I only have 1 wall and that's just so roaming idiots don't easily nick my ****. Logged on a little bit ago and some idiot had broken my wall but stolen....nothing. There was 2k in silver in my house sitting in a chess. lol
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Re: Why this late on Plymouth am I still only seeing 3-4 wal

Postby colesie » Mon Dec 31, 2012 11:57 pm

painhertz wrote:
For me, it seems that there is no effective defense other than anonymity (and luck).


^^^^ This. I only have 1 wall and that's just so roaming idiots don't easily nick my ****. Logged on a little bit ago and some idiot had broken my wall but stolen....nothing. There was 2k in silver in my house sitting in a chess. lol

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Re: Why this late on Plymouth am I still only seeing 3-4 wal

Postby robert » Tue Jan 01, 2013 2:01 am

as mm tribe refuse to post screen shots of their ubergod base defense.

i can only assume the best defense in this game is loading everything on to a boat and parking in the middle the biggest ocean/lake you can find so people cant find you. assuming you can do the old boat trick from haven.

i honestly would just like to know what the ideal base defense is :/

seeing as blazers are 3bb/s at x1 and max at 10bb/s at im guessing 15-20 blazers in an area.. and stone walls are as tough as split rail and plank are as strong as the stonewall used to be... meaning walls and blazers only prevent raids by noobs who are under 50 humor... which is IMO a bad time to be taking up crimes.

if salem is to actually generate a profit for paradox and seatribe it has to draw and keep players. with how the game is going currently no one will bother playing it, theres enough F2P PVP/crafting mmos out/due out that salem will pretty much never leave beta it will just die like haven did.

IMO it requires a rebalance of humor/purity to make casual "crafters" feel atleast semi safe, while also allowing pvp.
if the more "peaceful" type players do not feel safe enough to even bother playing, the game will not attract more players. so unless the mm tribe and people like them feel like buying 100+ founding father packs per week/month... i honestly dont see the game surviving to any extent (least of how haven has) in its current imbalanced way.
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Re: Why this late on Plymouth am I still only seeing 3-4 wal

Postby Dallane » Tue Jan 01, 2013 2:04 am

robert wrote: it will just die like haven did.


You must be joking. HnH only died because of the server lag. If it was working fine atm numbers would still be around 1000 at most times in hnh. Hnh with its terrible lag has almost the same amount of people on plymouth. If it wasn't for the lag Salem would be dead.
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Re: Why this late on Plymouth am I still only seeing 3-4 wal

Postby TeckXKnight » Tue Jan 01, 2013 2:06 am

Braziers still hurt a bunch if you're sustaining fire from like 9 of them at once.
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Re: Why this late on Plymouth am I still only seeing 3-4 wal

Postby colesie » Tue Jan 01, 2013 2:07 am

The server is up

There are 54 hearthlings playing.

Of these, there are 25 from United States, 14 from Korea, 3 from Australia, 3 from Poland, and 3 from Russian Federation.

Also it's Newyears eve. Plymouth has like what? 70 people? lol
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