Trenix wrote:ImpalerWrG wrote:Feone wrote:JC can't resolve that conflict without throwing out either the setting or the game-play neither of which is going to happen.
Not true, they just need to make some changes. When people hear about this game and play it, they're expecting to experience what the Salem witch trials had experienced. So if the developers steer their gameplay toward that, I'm sure people will adjust and will welcome it. Why does anyone want another Haven & Hearth when it already exists and it's still being worked on? The game's theme can still be saved and I think the developers are more than capable of doing it, it's just a matter if they want to. Games like these need a strong community, one that works together rather than against itself. When a new player joins the game, plays by himself through most of it, and then gets killed, do you really expect him to come back? I think alignments are greatly needed for this game to succeed further than a end of the game rage quit.
I've heard this point made before, the last one about newbies being driven off by being killed after making it to a point of pride, and the usual counter is: Salem isn't for everyone.
Or, as the less mature members of the forum would say: Find a new game, ******.
And true, Salem isn't for everyone, and that's a good thing. Doing the same thing as previous successes (or at least trying to) is the reason the market is filled with Call of Duties. John has done a remarkable job keeping the game true to form and his plans for the future are fairly interesting, but they seem to involve keeping a few core elements around that may be worse for the game than better. Many people are attracted to Salem for different reasons. Personally, I like it for its open-world environment, the fact that the players shape the landscape and political structures associated with it, the teamwork that goes on when people actually come together. I also like messing with certain people on the forums occasionally (Darwoth, bb, luv u

) because I'm an immature douchebag myself at times.
However, I think there are certain things that could be stripped off the game that, even once removed, will keep it as unique as it has been before, yet be inviting for more people. I have been concerned for a bit about the population of the server, which according to the status only seems to be hovering around ~600 for the last month, or at least since the time I started playing. I'm not entirely sure how this particular census measurement works, so maybe that's not the best evidence for a pattern. However, looking at the members list on the forum does show an interesting one, and one that can be backed up by other evidence on the forums:
Newbies don't like to stick around very long. Look at the members list and you'll notice the pattern. Despite the fact that there's over 100 pages of users who have posted at least five times, there are only ten pages of those with posts over ~100ish. The common facet of these people are that none of them are from 2014. Even between when John took the torch from the previous developers, that should be more than enough time for anyone who wants to get invested in the community to, well, get invested, but they don't. Why? Because a good portion, not the entire portion, but a good portion of the community are those who drive the others off, mainly taking advantage of a particularly toxic feature called Permadeath.
Hang on, better hide from the mass of pitch forks and rotten tomatoes heading my way.
...
They gone? Okay, good.
Being ganked isn't fun in any game. However, though it can be annoying at times, it can still add to the game more than it takes away. Consider WoW, getting ganked by the Horde as a poor Alliance priest was annoying as *****, but not detrimental to the overall enjoyment of the game. In fact, the positives, many would argue, outweigh the drawbacks. In Salem there are a lot of benefits to it too in regards to the 'you can be a *****' factor, such as the passive tension knowing that if you don't play smartly, you could find your whole base looted or find out someone's drawn a penis in gravel outside your base. While annoying, it actually helps the game for what it does the 9 times out of 10 that you don't experience it, create tension, as said above. However, some things take longer to create than others, and by that I mean characters.
However, this isn't the nail in the coffin. What makes up for Permadeath is the Salem community, really, but only
if you're lucky enough to integrate yourself into, which, given what I said above, seems easier said than done. While many users on the forum are friendly, others are not so much, and it seems that the proportion of pricks to non-pricks is a lot higher than other games simply due to the fact that those who have been playing a long time, and thus have integrated into the community, are now at a level where they know the game in and out and are at a position to easily destroy the experiences of others if they want to, and the game mechanics actually support this due to the permadeath system. I've never been killed myself, but damn, playing this game on your own only to be killed after finally getting your first house built? I'd be out of there in a heart beat unless I had some buddies who were playing with me that could help me back up on my feet. This could be solved by them coming on the forum, but damn, as I said above, the environment can be so damned hostile. I can't blame people who don't have the patience or haven't had time to really analyze and appreciate Salem for what what it is to get out of dodge.
For instance, just the other day, for funsies, I decided to post an idea I had on a Militia Baracks. It was a poor idea, but the actions of those who responded to said poor idea could have easily driven me away. Criticism is one thing, mean-spirited mocking another. Luckily, I've got a bunch of buddies playing the game with me, so me giving up didn't happen, but what if I had been a loner who simply hasn't had time to integrate yet?
My point is that though the game is taking steps to be more newbie friendly, which is admirable (even if I disagree and think the steps are in the wrong direction), the fact is that the game seems like the game is actually trying
too hard to be different, and in fact, is turning into that kid at the mall with a piercing in his ***** (who may or may not be me during my emo phase). This kid didn't want to be a clone like everyone else so he ended up going in the extreme opposite direction, which is bad, too.
Still, I could beat this horse til it turns into mulch, but there's a simple set of facts that can be proven by observation, and you don't have to be a two-year-long player to understand it:
The Permadeath system's brutality, while on its own, is not a game-killer, the side-effects it spawns may just be: 1. A hostile, unsupportive forum environment where those who enjoy murdering other players react VERY fiercely to any sign of change (and whom I bet are going to react fiercely to this post as well), and 2. A highly experienced group of players, whom if even two or three of them decide, can really mess the game up for many others.
If John hadn't turned up, this game would be dead as a doornail, and I'm glad with all the interactions he has with people, but I don't believe that anything save for a major change or two in controversial directions will save the game from inevitable empty server syndrome, where even the trolls will have run back to sleep under their bridges. I'm not saying that there should be a pussyfoot punishment for death like in WoW, just nothing as extreme as it is and--
Uh oh.
... Wait, do you guys hear it?
Here comes the stampede of hate. AT THE READY!
P.S. I'm well aware I could be wrong, that's while I'll be stickin' around til I'm proven so for good

.