"not remove" but limited permadeath

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Re: "not remove" but limited permadeath

Postby alloin » Thu Jul 24, 2014 5:23 pm

Eyesgood wrote:You people love to suffer and care nothing for your time if you think perma-death and hundreds of hours of skilling up to craft good items go hand-in-hand.... that's all I am going to say.

I have played this game for years, and never died (as in lost an important character, alts died ofcourse), i did compete in battles, sieges & did a lot of criminal-hunting.

If you play the game smart, for instance make a scout alt, a combat alt & a crafting alt and you'll have a long a happy life, if you lose you combat alt or scout, no big deal, make a new one because your crafter should have all the max skills & never leave a scent!
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Re: "not remove" but limited permadeath

Postby Horis » Thu Jul 24, 2014 5:56 pm

alloin wrote:
Eyesgood wrote:You people love to suffer and care nothing for your time if you think perma-death and hundreds of hours of skilling up to craft good items go hand-in-hand.... that's all I am going to say.

I have played this game for years, and never died (as in lost an important character, alts died ofcourse), i did compete in battles, sieges & did a lot of criminal-hunting.

If you play the game smart, for instance make a scout alt, a combat alt & a crafting alt and you'll have a long a happy life, if you lose you combat alt or scout, no big deal, make a new one because your crafter should have all the max skills & never leave a scent!


This is the hurdle as it stands for overcoming the fear of permadeath. This game is a long story for your characters and the key to not ending the story at permadeath is to link the story to alts. My problem is getting an alt to my homestead/village. I used mapping and directional arrows from Provi to triangulate my alt to where I now have linked the two maps and can finally trek to it.

On a parrallel note: I remember this was a feature that allowed an alt to inherit the homestead of a dead character. Is that gone now?
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Re: "not remove" but limited permadeath

Postby Mereni » Thu Jul 24, 2014 6:16 pm

Horis wrote:My problem is getting an alt to my homestead/village. I used mapping and directional arrows from Provi to triangulate my alt to where I now have linked the two maps and can finally trek to it.

On a parrallel note: I remember this was a feature that allowed an alt to inherit the homestead of a dead character. Is that gone now?


Inheritance is still a thing, and the devs said they're going to improve it too.

How did you have a problem getting and alt to your homestead? All you have to do, if you don't have a wilderness port, is to be in the same party as your main in your base and just follow the party arrow.
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Re: "not remove" but limited permadeath

Postby alloin » Thu Jul 24, 2014 7:07 pm

Mereni wrote:
Horis wrote:My problem is getting an alt to my homestead/village. I used mapping and directional arrows from Provi to triangulate my alt to where I now have linked the two maps and can finally trek to it.

On a parrallel note: I remember this was a feature that allowed an alt to inherit the homestead of a dead character. Is that gone now?


Inheritance is still a thing, and the devs said they're going to improve it too.

How did you have a problem getting and alt to your homestead? All you have to do, if you don't have a wilderness port, is to be in the same party as your main in your base and just follow the party arrow.

or place a claim & let your alt spawn at your claimstone :lol:
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Re: "not remove" but limited permadeath

Postby DarkNacht » Thu Jul 24, 2014 9:56 pm

Eyesgood wrote:You people love to suffer and care nothing for your time if you think perma-death and hundreds of hours of skilling up to craft good items go hand-in-hand.... that's all I am going to say.

If you don't enjoy playing the game don't play it. In the end anything you make an any game will one day be gone perma-death just gives it more value while its here.
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Re: "not remove" but limited permadeath

Postby Dallane » Thu Jul 24, 2014 10:45 pm

Eyesgood wrote:You people love to suffer and care nothing for your time if you think perma-death and hundreds of hours of skilling up to craft good items go hand-in-hand.... that's all I am going to say.


lmfao look how mad you are defeat.
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Re: "not remove" but limited permadeath

Postby Iota » Fri Jul 25, 2014 3:57 pm

I do think permadeath the way it is now is a little harsh (anyone can come by and end your character at any time any place)...
If I could change it I'd make it a trial system. Because Salem, go witchly with some stuff.


When knocked out you can either be cursed or sent to providence for trial. Not both.

Cursed: respawns in a number of hours depending on cursers PP stat, while cursed your personal claim is inactive (the claim cant be destroyed but anything else can without leaving scents)
Trial: anyone can vote against a person over 24 hours. Not everyone gets equal vote, the higher your PP the more your vote weighs compared to other voters (a 10,000PP could be worth dozens of 500PP votes). With no evidence it requires at least 90% yes to permadeath someone and the more evidence you bring against them the less it requires.


Plus I think it would be more entertaining to show off people dying instead of the only evidence of death the average person sees is the occasional murder scent and skeletons, and missing characters. The about to be lynched could still talk with people during the trials, to try and make deals or plead for their lives.
As for scalp rewards they can go to whoever sends the person to trial.
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Re: "not remove" but limited permadeath

Postby Dallane » Fri Jul 25, 2014 10:10 pm

Iota wrote:Terrible.


Just terrible
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Re: "not remove" but limited permadeath

Postby Gromar » Fri Jul 25, 2014 10:53 pm

Generally I like the trial option. [Although I do not see the "entertaining" part in death of others]

If someone gets hunted down who has left scents and therefore being a criminal, deserves a trial. However, the person doing the knockout could decide to send the person to trial, or kill the person. He is in the wilderness, has proof of guilt in his hands and is therefore allowed to provide justice. However, handing the person in to the providence court would yield a bounty and a "bounty hunter" statuspoint [or whatever this will be called] Bounty hunter status points can be exchanged for unique clothes for example. While killing / scalping the person would provide you the scalp and all what is related to that.

So you could choose between a benefit for killing and another benefit for not killing the person right away. The second option would lead to a trial like Iota described it.

But with those who did not leave scents - which is the ones that you wanted to protect in the first place - I fear there is nothing like a "trial". What should they be guilty of? Therefore the person killing this individual will benefit from the scalp, but would have no benefit from sending the person to court. And it is a mere street robbery followed by murder - to not leave any witnesses. I don't think there is a game regulatory to protect those poor people.

I guess the pain with a dead character is the long time that it will take to bring a new character to the same level. Maybe this could be mitigated by the option that other people can train a character and speed up the process of studying. Each character can study things by themselves, but also be taught by someone who has a higher skill proficiency in the skill they want to learn. Especially newly created characters which inherit something from a deceased one, might have a higher learning rate and can study from other characters 4 times a day for a time span of 7 days. this means you could get 28 skill level updates [without using any inspiration points] A normal new player / character, without inheritance, would have a different factor - for example being able to study 1 skill per day by beeing someones student, but not limited in overall timespan. Having a benefit for players who have been killed without having left any scents, the availability of teaching could be much higher than for characters that were found guilty of a crime [scents].

Being able to teach someone else, also requires a certain skill [Teaching]
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