Purity overhaul... is there any value in exploration?

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Re: Purity overhaul... is there any value in exploration?

Postby Michael » Sun Aug 31, 2014 8:53 am

JohnCarver wrote:Yes. We have had quite a few discussions now about animals murdering you. With PVP deaths being a much greater thing in Salem's future it makes sense to us that one way to possibly mitigate the 'sting' of this new culture will be for players to become accustom to death by their own merits as well.

Can their be an equivalent of Mr. Puggles' Leaderboard for Animal executed Murders?
I personally would get a kick out of seeing how strong of a character gets eliminated by npc monsters.


also for an idea, I think it would be interesting if Witches could turn into darkness monsters and murder players who think they are just fighting a "standard" npc darkness spawn.
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Re: Purity overhaul... is there any value in exploration?

Postby lachlaan » Sun Aug 31, 2014 9:38 am

JohnCarver wrote:We do intend to restore darkness as that scary place you do not want to go or be without some light, friends, and preferably both.


Heh, I remember where I got my habit that everyone has criticized, and that I've sinced renounced, of keeping a lit torch on me for the entire duration of my playtime xD Was fun as a 15 to all char on JT even in light darkness, just to give you that edge of not being able to afk and having to watch your humours when you dig.
Looking forward to see how food gets revamped, because I assume that if dying will become the new black, then getting back up on the horse will take a lot less, even without the use of purgatives.
As for death to animals, I won't envy you when people start dying to a bear due to a disconnect mid-fight, or worse, to a long DC in a bunny fight xD I assume you'll need to implement bigger liquid containers for the amount of tears and rage thrown your way. Any thoughts on how you intend to implement both some mitigation for players who DC/fps lagspike their way into kingdome come, as well as keeping those mechanics (if at all existant) from being abused by players to evade animal deat?

Perhaps something along the lines of, reduced damage while offline, so you'll not have gained an advantage on the beast, and you won't be able to ditch combat entirely so death will still be certain you should not get back in a timely manner. And for the time when animal AI gets knocked up a notch, perhaps a rule that states they won't fall for such hypothetical offline tanks, but rather switch to active people that can still feel fear as he mauls them.
Exactly 6.022 x 10^23 worth of Lach molecules.
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Re: Purity overhaul... is there any value in exploration?

Postby JohnCarver » Sun Aug 31, 2014 10:31 am

At the moment it would be far too early to speculate. A lot of it will revolve on how the culture of the community and game develop with the new PVP system where death is more of a thing. Also, we are looking to buff the inheritance system. When doing so, that opens up a lot of opportunity to differentiate the returns when inheriting a character with or without a scalp for example.
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Re: Purity overhaul... is there any value in exploration?

Postby Potjeh » Sun Aug 31, 2014 11:42 am

If you're going to give darkness animals murder, but not to the ones in civilized areas, you really need a clear visual distinction between the two, because currently it's next to impossible to tell where the border is. I'd go with altering the ground textures.
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Re: Purity overhaul... is there any value in exploration?

Postby Procne » Sun Aug 31, 2014 11:51 am

Maybe it could be done without murder.

For example - it wouldn't be possible to build leantos, claims or towns in the darkness. Mazbe even add churches to that list. Now getting KOed in the darkness would mean throwing you back to the non-darkness and having to walk again
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Re: Purity overhaul... is there any value in exploration?

Postby ImpalerWrG » Sun Aug 31, 2014 8:44 pm

Just to be clear I was asking for MONSTER murder, aka Argopelter, March Hare only. That keeps the non-dark areas as they are and puts the danger only in the darkness.
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Re: Purity overhaul... is there any value in exploration?

Postby DarkNacht » Sun Aug 31, 2014 8:48 pm

ImpalerWrG wrote:Just to be clear I was asking for MONSTER murder, aka Argopelter, March Hare only. That keeps the non-dark areas as they are and puts the danger only in the darkness.

Did March hare spawn get changed to darkness only? I've seen them as far in as Prov before.
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Re: Purity overhaul... is there any value in exploration?

Postby ImpalerWrG » Sun Aug 31, 2014 10:45 pm

DarkNacht wrote:
ImpalerWrG wrote:Just to be clear I was asking for MONSTER murder, aka Argopelter, March Hare only. That keeps the non-dark areas as they are and puts the danger only in the darkness.

Did March hare spawn get changed to darkness only? I've seen them as far in as Prov before.


Very well then, only Hares in Darkness have murder. Point is that newbs who don't know the first thing about combat can flail around at a turkey after their wilderness spawn and not lose the character the first time they get KO'ed by a low level animal. They have to travel into darkness to be murdered by NPCs
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Re: Purity overhaul... is there any value in exploration?

Postby Binks » Mon Sep 01, 2014 1:39 am

Frakked wrote:stuff


Welcome back buddy! Glad you decided to come back and give the game another go!
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Re: Purity overhaul... is there any value in exploration?

Postby Frakked » Wed Sep 03, 2014 1:07 am

lachlaan wrote:I was refering to him expecting darkness to be extra rewarding, as in purer nodes and so forth. In that sense I think the reward is already there in the forum of the extra stuff you can hunt. But expecting to forage better minerals/plants/etc is just silly, especially given the future change coming for purity. I can totally get behind the more danger thing though :D



Currently- generally- nodes are worse in darkness. I've wandered enough to know. On the other hand there are a few very high quality spots. Likely better than what's in non-darkness. "Diamonds in the rough" so to speak...and just as hard to find.

Just today I found another 9% lime spot: salt 47.51 (modest size and same throughout), lead 19.14, sulpher 18.43, merc 18.99

Not giving out the exact darkness... not building a Bell on this one... not yet.
Last edited by Frakked on Wed Sep 03, 2014 1:13 am, edited 1 time in total.
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