Do you think scents actually helps?

Forum for suggesting changes to Salem.

Re: Do you think scents actually helps?

Postby trungdle » Thu Apr 02, 2015 4:00 am

AmmaBoss wrote:
JohnCarver wrote:5,944 Crimes in the last week.

Safe to say that Crime is still being done. The fact that players choose to commit crimes on characters that are willing to die is pretty much exactly the system we want.

99% of the crime done are on chars that can be made in less than 3 days.
99% of crime done are against little noobs claim .

But only 1% of us are not noobs and are made in more than 3 days ¦]
You thought I quit.
User avatar
trungdle
 
Posts: 1687
Joined: Sat Jul 12, 2014 7:20 pm
Location: Humble, Texas

Re: Do you think scents actually helps?

Postby Thor » Thu Apr 02, 2015 4:43 am

Lol he said it

Dallane wrote:Scents work so well in this game that people don't commit crimes.....on their combat characters.


Biggest char is for defending your own town, lesser charas are for other crimes.
saltmummy wrote:You sad sad little man, my heart weeps for you. Better not go outside or your thin, tissue paper like skin might spontaneously rupture while your fragile sensibilities violently shatter spraying salt and urine all over the street.
User avatar
Thor
 
Posts: 2335
Joined: Wed Jun 12, 2013 10:09 am

Re: Do you think scents actually helps?

Postby TotalyMeow » Thu Apr 02, 2015 5:42 am

trungdle wrote:
JohnCarver wrote:5,944 Crimes in the last week.

Safe to say that Crime is still being done. The fact that players choose to commit crimes on characters that are willing to die is pretty much exactly the system we want.

Hello big brother, can I ask you to stop spying on us?


It's his second favorite thing to do though.
Community Manager for Mortal Moments Inc.

Icon wrote:This isn't Farmville with fighting, its Mortal Kombat with corn.
User avatar
TotalyMeow
 
Posts: 3782
Joined: Thu Jun 05, 2014 8:14 pm

Re: Do you think scents actually helps?

Postby Judaism » Thu Apr 02, 2015 6:28 pm

Not really on the right spot in I&I, I personally think that the current crimesystem does not work properly. It might be me stubborn as hell or it might be them stubborn as hell, or both, who knows.
JohnCarver wrote:Mortal Moments Inc. is not here to cannibalize the community or piece out the code. We are not here because we wish to institute pay to win models or PvE servers. Quite the contrary.
User avatar
Judaism
Customer
 
Posts: 3989
Joined: Mon Aug 27, 2012 10:51 pm
Location: The Netherlands

Re: Do you think scents actually helps?

Postby Lallaith » Thu Apr 02, 2015 10:45 pm

TotalyMeow wrote:
trungdle wrote:
JohnCarver wrote:5,944 Crimes in the last week.

Safe to say that Crime is still being done. The fact that players choose to commit crimes on characters that are willing to die is pretty much exactly the system we want.

Hello big brother, can I ask you to stop spying on us?


It's his second favorite thing to do though.


I think a lot of us often wonder about stats of stuff. I'd love it if jc would pick some interesting number about something each day and post it.

Amma pointed out that most crimes are being done by small characters against nooby bases. I think that's an important point- Who cares if even 100k crimes were done in a day but it was purely rubbish like tresspassing?
I totally get that things need to be how they are to some extent- people with good bases do deserve a decent measure of safety especially with purity structures and loot vulnerability etc, and i've always loved to punish those who don't make a reasonable effort to protect their stuff. Weak claims should be hit a lot more often than strong bases but i feel things currently are too far this way. Strong bases aren't being attacked enough (inb4 go do it yourself lol). Just speculating, it seems to me this should improve on its own at least a bit, what with wall bashers being easier than ever to make etc, but probably not to the point i personally think is ideal.
Lallaith
 
Posts: 559
Joined: Sat Apr 27, 2013 5:53 pm

Re: Do you think scents actually helps?

Postby pistolshrimp » Fri Apr 03, 2015 3:04 am

I don't think the fault lies with the system, but rather with the ease in which it is to make more than enough off newb bases. I could make a wall baser and raid a decent claim and know I am going to lose that alt, but if I raid leantos there is a much smaller chance they are going to seek justice so in the end make a similar amount. I think the tutorial may help this a bit.

If I had any quips about crime it's letting people drop claims on leantos just to steal their ****. I wish it left some sort of scent, perhaps not summonable, but at least trackable.
User avatar
pistolshrimp
 
Posts: 1826
Joined: Sun Mar 31, 2013 6:38 pm

Re: Do you think scents actually helps?

Postby yoyman » Tue Apr 07, 2015 5:42 pm

JohnCarver wrote:5,944 Crimes in the last week.

Safe to say that Crime is still being done. The fact that players choose to commit crimes on characters that are willing to die is pretty much exactly the system we want.


This seems to defeat the purpose of a Permadeath game. The risk of crime appears to be vastly mitigated by being able to create "throw away" alts that are fed by a main. The whole idea of alts just seems messy when death of a character should have significance.

If creating crime alts is not currently the majority of what is happening in game then there is not much point in reading further.

The direction JohnCarver appears to want to take things is to have even more opportunity to die. Alts seem to circumvent that idea.

Has there been any thought given to accounts allowing only one character at a time and an inheritor only able to be created upon the last character's death?

I've only given the idea passing thought but upon first glance it appears to level the playing field between new and old players in terms of risk. It might encourage people to not play alone, helping noobs raise their characters now becomes insurance against other groups trying to zerg you. It could also make raiding a noob base a lot less appealing while making a coordinated attack on an enemy much more rewarding for the attackers and much more devastating for the victim.

There may be more interaction between players outside of Providence since a mechanic could be made to assure mutual destruction if one player kills another and the inheritor wishes to pursue justice. There could also be more interesting interactions between players if a high level player has to wonder if attacking another player on sight could result in a huge loss to them.

I'm assuming there are ways to limit the number of accounts a person can create. The implementation of an idea like this may also require a change in scent mechanics.

I will be the first to admit this is not a fully fleshed out idea but I am curious about what people's response would be to having one playable character per account. I'm pretty confident this is not a new idea but I have not been able to find any discussion about this (if this topic has already been open and closed I would appreciate a link). Over all, the purpose is to make death significant for all players, not just for players who haven't played long enough yet.
yoyman
 
Posts: 17
Joined: Fri Mar 08, 2013 3:45 pm

Re: Do you think scents actually helps?

Postby JohnCarver » Tue Apr 07, 2015 6:01 pm

yoyman wrote:Has there been any thought given to accounts allowing only one character at a time and an inheritor only able to be created upon the last character's death?


Impossible on a free to play game. Players will make multiple accounts.
User avatar
JohnCarver
Site Admin
 
Posts: 6826
Joined: Fri Jun 06, 2014 3:02 am

Previous

Return to Ideas & Innovations

Who is online

Users browsing this forum: No registered users and 3 guests