Vibe wrote:I agree with Hardsun.
The early game might not seem bad to us H&H players, because we're used to forage for hours on end. But I cannot imagine the frustration of a new player who doesn't have a custom client. I can imagine having to walk and forage for hours without the radar with those hard to see & click forageables is nothing but frustrating for them. Like it was previously mentioned, the game gets really fun when you actually start building your settlement and making changes to the world around you (that is what sandbox is about!), but to start that you have to go through a long stage of foraging. The early game should be sped up a bit, to show the new players they can already make a "contribution" with a rather fresh character.
On the other hand, I find that Salem is much more hermit friendly than H&H, which I love. There's no sliders that hold you back and currently there's no stupid timers that make you come online every X hours to check up on steel production or similar crap, which I really really hated as a hermit in H&H - correct me if I'm wrong about such mechanics in Salem. On top of that there's no high quality node (clay, water, ore) hunt and it seems fairly easy to lay down a mine and start getting ore and building defense/walls and other buildings doesn't seem like a grind (low material quantity).
While I agree that the lack of high quality nodes is somewhat satisfying, I would prefer there to be nodes, but allow players to offset missing nodes with something else. The hard caps is what I disliked. I mean you should be able to raise the quality of your clay, unlike in hnh, through growing high quality trees, and tools, and making it in your clay trough for instance. Water should be able to be boiled over and over again, to increase its purity. Metal needs a complete rework the economy is ruined by everyone having never ending warcraft style mines, in the safety of their hermitages. Mining should be dangerous, and have random events like real cave ins, and gaseous eruptions, also having rare silver nodes that last 2-3 tiles, and rare gold nodes etc.
Also why does this game have to have real permadeath, that doesnt relate to witchcraft. Basic pvp is not going to happen, all you have with the current permadeath system is cold war between neighbors, or no lifers facerolling anyone that they cross. What I would propose, being an old school eve, and uo player, make it a harsh death penatly that has meaning, but doesnt make it so that noone would dare risk their main charactors in pvp, unless you know its going to be a faceroll, or gankfest. How about we lose 10-25% of our proficiencys when we die. Much like it is with npcs which is great, but much more firm. That way if someone gets killed numerous times its like permadeath. Also have all skills gated and taken away if you lose the prereqs. This alone would be plenty harsh enough, and still allow for the random 1 v 1 pvp. The way its going now, is in my opinon, hurting your sub numbers and your gameplay. I think the only real form of permadeath should be when you drag a koed witch to a church and burn her at the stake. Or she sacrifices your koed body in a cauldron, giving her a bad ass witch craft curio.
There is no end game, and I know you guys have something planned, but atm, I am seeing some glaring flaws, that I think will hurt your revenues in the long run. I wish you luck and I will stick with it a bit, but right now its very boring, and very very casual. I feel like im playing cold war minecraft atm, with worse crafting, and less depth. BTW: thats not meant as an insult to russians, i mean everyone is playing a game of turtle until they get steam rolled.