TotalyMeow wrote: Claeyt's perspective of Salem and what it's about is very different from the devs and in many cases is completely the opposite of what we believe.
pietin1 wrote:this was for JC only not his ass lickers.
jesi wrote:I'm in the same school as frakked although I want to continue and try out the new stuff. However, it is annoying that now the "tailor" is king.
Again, I hope the Dev's will respect the sandbox concept, and not force people into a certain playing style (teams, or forcing up T&N) in order to have reasonable amounts of fun (kill bears, make clothes, etc.).
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.
Nsuidara wrote:it is a strange and difficult game in no positive way
saltmummy wrote:You sad sad little man, my heart weeps for you. Better not go outside or your thin, tissue paper like skin might spontaneously rupture while your fragile sensibilities violently shatter spraying salt and urine all over the street.
lachlaan wrote:I feel like people are complaining about the wrong thing. If you dislike how dangerous it is to make connections and friends, argue in favour of making trading and alliances less of a dangerous clusterfornication. For example I'd love to see a system where a crafting menu can craft materials out of barrels and drop the result in the barrel, to make it easier to hire tailors on comission. Otherwise there'd be the risk the tailor would keep the good result to himself and swap it for one of his older failures. This way you could see the resulting comissioned clothing article and know you were ripped off to give bad rep at least. It's all just an extension to the current trading system, provided there will be ways to do it without just losing out every time.
But yeah, mechanics that make socialization more appealing > asking to be able to play singleplayer just as well as an army of other people.
neored9 wrote:These new updates always bring out the dumbest of ideas.
lachlaan wrote:And contentless posts too. Feel free to argue against any aspect of my idea at least![]()
The fact remains that you'll leave a "scent" without witnesses on a claim much earlier than CSI even existed, but you won't leave a theft scent from ripping someone off in a crowded square in town. Some systems should be put in place to counter that I think, and it would certainly spice things up if comissioning crafters was also a viable thing, rather than just the crafter spamming clothes and varying price per quality of his goods.
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.
Nsuidara wrote:it is a strange and difficult game in no positive way
JohnCarver wrote:lachlaan wrote:And contentless posts too. Feel free to argue against any aspect of my idea at least![]()
The fact remains that you'll leave a "scent" without witnesses on a claim much earlier than CSI even existed, but you won't leave a theft scent from ripping someone off in a crowded square in town. Some systems should be put in place to counter that I think, and it would certainly spice things up if comissioning crafters was also a viable thing, rather than just the crafter spamming clothes and varying price per quality of his goods.
I would argue that commissioning crafters is still a viable thing. Just something you must use caution with to make sure it is crafters you can trust.
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