The PVP MegaThread

Forum for suggesting changes to Salem.

Re: The PVP MegaThread

Postby JohnCarver » Sun Sep 21, 2014 9:39 pm

RonPaulFTW wrote:After the purity patch - it looks like the most valuable items in a base will not necessarily be a character or even a golden goose - but the purity turkey coops, pots, and fields that took a year to make. In some sense these are just as hard or harder to replace than your main character.

You can protect your main character by leaving him scent free and logging him out when danger approaches. You can't log out your purity structures. So - should soak value, hit points, salt required to destroy, etc... increase with purity? pvp arson patch might say buildings can't be fully destroyed - they just need repaired. What about purity fields though?


Yes you are now starting to see our reasoning for adding salt to destroy fields.

How much salt would be the balancing act, and while a single field would take a year to make, I'd like to think people have 20-40 purity fields in a major base and/or town. Will the raiders bring 40-80 salt? Is that unreasonably low? Either way they can still 'steal' and break your purity pots as well and we don't have too much intention of getting rid of that.

Discuss.


KruskDaMangled wrote:I was just thinking about this (Logging out when it's dangerous) and I feel like unless you are in a "safe" location, (I.E. next to your homestead) you should not be able to instantly log out. If you are in a dangerous location quick logging before someone can engage you should not be a way to escape danger or violence, your character should stick around for a period if you do that.


Yes Logout timers will be a thing once we are happy with the pvp/siege system.
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Re: The PVP MegaThread

Postby RonPaulFTW » Sun Sep 21, 2014 10:05 pm

I think if an attacker wants to take the time to drag purity pots all the way back to their base in a cart - more power to them.

I think that 2-4 salt per field (40-80 in the raid) is way too easy for a malicious group to bring along.

So:

I think the amount of salt required should increase with purity until it's 20 per field at 100%. I think pots should similarly increase in hit points and soak with their purity.
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Re: The PVP MegaThread

Postby ImpalerWrG » Mon Sep 22, 2014 12:07 am

I'd rather just put fields under the 'Arson' system, with Salt used to start the process. You have to 'wash out' the salt with buckets of water within a period of time to prevent them from being destroyed/lowered in purity, or maybe the field starts losing purity right away at the rate of say 1-2% per hour until it is washed. Field purity is going to be arguably more valuable then the structures being given the protection of timed Arson system.

The whole sowing with salt thing is thematic and all, but I really don't like the idea of agricultural fields being something that should/must be enclosed behind walls, it's never felt right from an immersion point of view as agriculture has always been too space intensive to fortify in this way. Historically invading armies could and would steal any food stuffs available but the fields were too labor intensive to harvest (and men of action would never lower themselves to this kind of work). Armies would on occasion burn fields of grain that were near harvest to deny the enemy food, but this was not a permanent destruction.

Perhaps we want a destructive act to be possible on fields that is worse then just ripping out crops, but below the complete destruction of a salt sowing (which we must remember was basically Roman fiction), I'd say a 'burn' field option that like rip-up destroys the current crop but ALSO blocks any replanting for a few days might be a nice idea, the blacked fields would also look all devastated and be very photogenic (for that matter burned buildings should leave behind smoldering rubble, disaster Porn here we come!). Lets you do a modestly damaging raid on someone without wiping out their most valuable assets, it would count as a lower grade of crime then the salt-sowing too.

Or maybe flip it, salt is a strait purity subtraction and is immediate, doesn't destroy the field but can bring it to 0% with enough salt. Burning is strait Arson on fields, same timer system as in building arson and destroys field leaving a black 'scorch' thing that needs to be cleaned up to rebuild new fields that start at 0%.
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Re: The PVP MegaThread

Postby TotalyMeow » Mon Sep 22, 2014 1:04 am

ImpalerWrG wrote:salt is a strait purity subtraction and is immediate, doesn't destroy the field but can bring it to 0% with enough salt.


I vote for just doing this. Really, let's not make it too complicated.
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Re: The PVP MegaThread

Postby RonPaulFTW » Mon Sep 22, 2014 1:21 am

TotalyMeow wrote:
ImpalerWrG wrote:salt is a strait purity subtraction and is immediate, doesn't destroy the field but can bring it to 0% with enough salt.


I vote for just doing this. Really, let's not make it too complicated.


What about pots?
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Re: The PVP MegaThread

Postby ImpalerWrG » Mon Sep 22, 2014 2:37 am

Isn't stealing & smashing pots enough?
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Re: The PVP MegaThread

Postby RonPaulFTW » Mon Sep 22, 2014 3:00 am

ImpalerWrG wrote:Isn't stealing & smashing pots enough?


I think purity pots should be harder to smash.
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Re: The PVP MegaThread

Postby JohnCarver » Mon Sep 22, 2014 3:03 am

RonPaulFTW wrote:
I think purity pots should be harder to smash.


Perhaps raiders can run faster the higher purity pot they have on their heads. ¦]
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Re: The PVP MegaThread

Postby troubleis » Mon Sep 22, 2014 3:15 am

JohnCarver wrote:
RonPaulFTW wrote:
I think purity pots should be harder to smash.


Perhaps raiders can run faster the higher purity pot they have on their heads. ¦]

That would be hilarious, noobs are seeing some guy sprinting through the forest with a pot over his head only to discover it's not their friendly neighborhood gardener :lol:
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Re: The PVP MegaThread

Postby JinxDevona » Mon Sep 22, 2014 3:26 am

A Player should be allowed to break into my base & kill my character if he......

I think of this in two parts:

A player should be able to break into my base if he... makes it past my defenses. That said, I think we could have better defenses. Walls that cannot be destroyed by hand (ram/cannon). Towers that physically harm invaders when doing anything above trespass. Indoor shotgun tied to the door defenses. Stuff like that. However destroying everything should be virtually impossible. Maybe have a max number of structures/objects that can be destroyed determined by claim size? Then you can only destroy the actual structures (non-liftable) by arson or cannon or something of that sort.

A player should be able to kill me if he... has a scent or has a superman type power earned through extreme means that only say 10 toons can have (based on current numbers of players, not possible future influx). An un scented player should not be able to be killed by anyone. If no superpower, then maybe a level gap type of thing. Humors must be within so many from the killers. This to protect noobs from getting killed every day and just rage quitting. I don't know, but it shouldn't be very easy. As far as scents, (for non-superpower players) I like the crippling idea with lesser scents. Then you can summon and kill with murder scents (no instant summon kill). There could be an extra scent for those who murder people with no scent. The natural born killer scent or something...lol. This scent will allow someone to either A) instant summon kill the murderer or B) kill the murderer and leave no murder scent of your own. I'm not so sure about the scents because of my carebear ways. :roll:

This is a hard thing to balance between players. Maybe harder to balance than anything else in the game. None of us is completely right or wrong. We just all see things from a different view. Good luck MM inc.
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