a63ntorange wrote: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.
JohnCarver wrote:anybody who argues to remove a mechanic that allows "yet another" way to summon somebody is really a carebear in disguise trying to save his own hide.
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.
JohnCarver wrote:anybody who argues to remove a mechanic that allows "yet another" way to summon somebody is really a carebear in disguise trying to save his own hide.
tafkas wrote:Permadeath is fine as long as there are no demi-gods walking the lands. This is where J&L dropped the ball on the design. Character progression is completely out of whack. There's no balance between defence and attack. Someone at some point dreamed up some superhero characters able to break empty handed thru stone walls, completely stupid idea imho and a big turnoff for any NEW players to the game.
Making a game without enforcing any anti-grief rules can be a valid development idea, also, but adding on top of it this kind of character progression basically makes Salem a game designed for griefing and those who enjoy it.
Good luck selling that one, Paradox!
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.
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