Discouraging newbies

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Re: Discouraging newbies

Postby Potjeh » Tue Jan 29, 2013 1:03 am

I think the problem with braziers is that the time a character can tank them rises linearly with BB. A simple solution would be a Reel analogue for BB damage, so that the longer you stand under brazier fire the more damage you take each shot.
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Re: Discouraging newbies

Postby tweenprinc3ss » Tue Jan 29, 2013 1:27 am

With braziers, i would rather see something less static and have more control in the hands o players. Allow higher purity iron make better braziers. The elements could be tweaked for preference. Salt fires faster, merc uses less coal, sulpher increases damage, lead increases hit points of brazier. This would allow for less predictable base defense, makes use of player resources, and allows for more customized defenses.
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Re: Discouraging newbies

Postby colesie » Tue Jan 29, 2013 2:00 am

tweenprinc3ss wrote:With braziers, i would rather see something less static and have more control in the hands o players. Allow higher purity iron make better braziers. The elements could be tweaked for preference. Salt fires faster, merc uses less coal, sulpher increases damage, lead increases hit points of brazier. This would allow for less predictable base defense, makes use of player resources, and allows for more customized defenses.

Less predictable? With that everyone would just use sulphur braziers. On top of this you'd have to replace braziers as metal q increases. On top of THAT people with the highest q metal wins (likely the top faction at the time anyways)
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Re: Discouraging newbies

Postby logan » Tue Jan 29, 2013 8:31 pm

i've always felt that it was a design mistake, to have had the game mechanics be so advantageous to raiding, griefing, domination in the beginning.

With the advent of the new brazier/wall buffs, i wounder how the community would have evolved had, braziers and walls been buffed in the beggining and food purity brought in latter. This would have meant that defense would have been overpowered in the beggining and raiding extremely difficult.

How would the community have evolved?

Regardless of how game mechanics are balanced in the future. The community itself, players who stay, players who may not have quit, would have quit, factions formed or frienships made, once entrenched becomes the community and to a large extent shapes how the sandbox toys and roles play out in the future.

players who join latter will always be at a disadvantage to established players, but more importantly will have less and less effect on how the community actually plays the game. this is why i think it was a big mistake to not overpower defense, crafting and trading in the beginning. Crafting and community building needed to be established well before their spoils could be fought for.

factions imo are a great aspect of the game, and will always shape to a high degree how the game is played.but a one faction server is to me the death of a game. The fact that factions became so dominant, so early, to me is an indication of a flawed early design.

The game may not have attracted as many raiders in the beggining however, a large varied community with lots "of nice things" would have attracted raiders in the future. instead the nature of the community is now largely dominated by the whims of a few. Not to mention completely fragmented by a culture of infiltration, domination and submisiveness, that makes community building nearly impossible now and likely in the future.

it boggles my mind why the devs did not favor crafters hermits, small villages and community building in the beggining and latter balanced it out for raiders, and faction overlords.

my top ten signs the community base is in trouble.

mods overly involved in game politics
waffles quitting
colsie defecting
monopolized stalls
hijacked community map making project
loosing sevenless
enders submiting to the dark side?
egorepropogandavids
jorb paying treaty?
waffles re-starting

sorry for long post just ranting....
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Re: Discouraging newbies

Postby imrielle » Tue Jan 29, 2013 8:44 pm

The mapping project(s) weren't hijacked. :p
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Re: Discouraging newbies

Postby jwhitehorn » Tue Jan 29, 2013 9:46 pm

imrielle wrote:The mapping project(s) weren't hijacked. :p


I don't think he is talking about your map. The map prior to yours was taken down for matters of Tribal Security.

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Re: Discouraging newbies

Postby CharlesM » Wed Jan 30, 2013 1:41 pm

logan wrote:i've always felt that it was a design mistake, to have had the game mechanics be so advantageous to raiding, griefing, domination in the beginning.

With the advent of the new brazier/wall buffs, i wounder how the community would have evolved had, braziers and walls been buffed in the beggining and food purity brought in latter. This would have meant that defense would have been overpowered in the beggining and raiding extremely difficult.

How would the community have evolved?

Regardless of how game mechanics are balanced in the future. The community itself, players who stay, players who may not have quit, would have quit, factions formed or frienships made, once entrenched becomes the community and to a large extent shapes how the sandbox toys and roles play out in the future.

players who join latter will always be at a disadvantage to established players, but more importantly will have less and less effect on how the community actually plays the game. this is why i think it was a big mistake to not overpower defense, crafting and trading in the beginning. Crafting and community building needed to be established well before their spoils could be fought for.

factions imo are a great aspect of the game, and will always shape to a high degree how the game is played.but a one faction server is to me the death of a game. The fact that factions became so dominant, so early, to me is an indication of a flawed early design.

The game may not have attracted as many raiders in the beggining however, a large varied community with lots "of nice things" would have attracted raiders in the future. instead the nature of the community is now largely dominated by the whims of a few. Not to mention completely fragmented by a culture of infiltration, domination and submisiveness, that makes community building nearly impossible now and likely in the future.

it boggles my mind why the devs did not favor crafters hermits, small villages and community building in the beggining and latter balanced it out for raiders, and faction overlords.

my top ten signs the community base is in trouble.

mods overly involved in game politics
waffles quitting
colsie defecting
monopolized stalls
hijacked community map making project
loosing sevenless
enders submiting to the dark side?
egorepropogandavids
jorb paying treaty?
waffles re-starting

sorry for long post just ranting....


I think that there is a serious problem with community. It is well known that the stronger sense of community a person has the happier they feel, and that for social gaming belonging to a community is a strong indicator that someone will continue to play. This game is missing a strong accepting community , one which offers unbiased help to those who need it and one which does not force people to wall themselves in, alone. There needs to be some sort of incentive, some kind of game mechanic, that pushes people to work together in groups. If a driving force to stand together can be created then I think a lot more people would stay in this game.
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Re: Discouraging newbies

Postby Attelso » Wed Jan 30, 2013 2:01 pm

CharlesM wrote:I think that there is a serious problem with community. It is well known that the stronger sense of community a person has the happier they feel, and that for social gaming belonging to a community is a strong indicator that someone will continue to play. This game is missing a strong accepting community , one which offers unbiased help to those who need it and one which does not force people to wall themselves in, alone. There needs to be some sort of incentive, some kind of game mechanic, that pushes people to work together in groups. If a driving force to stand together can be created then I think a lot more people would stay in this game.


That was odd, as I read it I kept waiting for it to all tie up into how 'amazing' MM is, but it never came.


That aside I think it would be alot more fair if we could upgrade the defences as we could our characters, the problem you enevitably run into, is that with food you can focus all your resources into a single point (your character). While defence have static values that gets watered down the larger area you need to defend. If we had a gluttony system for upgrading walls and braziers then the playing field would be even as you can channel as much resources into defences as you could into offensives.
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Re: Discouraging newbies

Postby CharlesM » Wed Jan 30, 2013 2:59 pm

Attelso wrote:
CharlesM wrote:I think that there is a serious problem with community. It is well known that the stronger sense of community a person has the happier they feel, and that for social gaming belonging to a community is a strong indicator that someone will continue to play. This game is missing a strong accepting community , one which offers unbiased help to those who need it and one which does not force people to wall themselves in, alone. There needs to be some sort of incentive, some kind of game mechanic, that pushes people to work together in groups. If a driving force to stand together can be created then I think a lot more people would stay in this game.


That was odd, as I read it I kept waiting for it to all tie up into how 'amazing' MM is, but it never came.


That aside I think it would be alot more fair if we could upgrade the defences as we could our characters, the problem you enevitably run into, is that with food you can focus all your resources into a single point (your character). While defence have static values that gets watered down the larger area you need to defend. If we had a gluttony system for upgrading walls and braziers then the playing field would be even as you can channel as much resources into defences as you could into offensives.


I agree that you should be able to upgrade your defenses. However I don't really see a way of implementing increased humors or purity with walls (if wall was based on purity you'd have to destroy them all everything you got a better purity). Something of this sort should be looked into.
It is by grace you have been saved, through faith - and this not from yourselves, it is the gift of God - not by works, so that no one can boast. Ephesians 2:8-9/NIV

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Re: Discouraging newbies

Postby Attelso » Wed Jan 30, 2013 3:10 pm

CharlesM wrote:
Attelso wrote:
CharlesM wrote:I think that there is a serious problem with community. It is well known that the stronger sense of community a person has the happier they feel, and that for social gaming belonging to a community is a strong indicator that someone will continue to play. This game is missing a strong accepting community , one which offers unbiased help to those who need it and one which does not force people to wall themselves in, alone. There needs to be some sort of incentive, some kind of game mechanic, that pushes people to work together in groups. If a driving force to stand together can be created then I think a lot more people would stay in this game.


That was odd, as I read it I kept waiting for it to all tie up into how 'amazing' MM is, but it never came.


That aside I think it would be alot more fair if we could upgrade the defences as we could our characters, the problem you enevitably run into, is that with food you can focus all your resources into a single point (your character). While defence have static values that gets watered down the larger area you need to defend. If we had a gluttony system for upgrading walls and braziers then the playing field would be even as you can channel as much resources into defences as you could into offensives.


I agree that you should be able to upgrade your defenses. However I don't really see a way of implementing increased humors or purity with walls (if wall was based on purity you'd have to destroy them all everything you got a better purity). Something of this sort should be looked into.


A simple version of it could be a gluttony system called "Reinforce" where you could add for example dross to the wall to level it up, and higher purity dross would give more.
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