The Sweet Spot for a Compass

Forum for suggesting changes to Salem.

How much should a Compass Cost

$1.00 or less? why are you charging us for a good idea in the first place. It should be easy to venture where I have already been, or blaze a trail a friend has already traveled in the first place.
4
6%
$2.50 I don't want to see everybody porting around this world for free or with no cost. But for that price I can see the use of teleporting to a new village that just recruited me, or some other use.
10
16%
$10.00 Sure, maybe we let people do this but it certainly shouldn't be all that common or raiders will simply abuse it too much. I want it to be costly for somebody who is late to a raid or late to guarding a waste claim to catch up with his friends.
15
23%
$100.00 Why are we discussing this. They have waypoints now AND horses. If you cannot spend the 3-5 hours to get from Point A to Point B. Play a different game. I only choose $100.00 because at least the game makes some money and the dev's add more stuff in exchange for these lightweights who can't travel.
35
55%
 
Total votes : 64

Re: The Sweet Spot for a Compass

Postby Dallane » Thu Apr 09, 2015 2:39 am

ericbomb wrote:Why not limit it by skill? Have murder? Yep no teleporting for you! Or something like that. I mean, why would they escort a murderer out and about?


most combat characters will not have murder
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Re: The Sweet Spot for a Compass

Postby ericbomb » Thu Apr 09, 2015 2:44 am

Make it rights of the englishman then. Or make them require extra compasses based on combat skills because the guides don't like the look of you.
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Re: The Sweet Spot for a Compass

Postby Dallane » Thu Apr 09, 2015 2:48 am

ericbomb wrote:Make it rights of the englishman then. Or make them require extra compasses based on combat skills because the guides don't like the look of you.


Why make it such a low requirement? Almost every has rights. You want them to buy more then one item depending on the char? Thats just silly.
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Re: The Sweet Spot for a Compass

Postby ericbomb » Thu Apr 09, 2015 3:10 am

Alright fine, the guides won't feel comfortable guiding someone who is trained in how to use weapons. So fencing, pole arms, and (maybe) fire arms would stop you. That way newbies/care bears/mappers/club hunters ect. can explore however they please but most raiders will either prefer to walk, or teleport gimped.

If the goal is to prevent raiders from making everyone miserable I'm of the opinion it should be locked down by certain skills. Back alley/rights is to low, murder is too high, so maybe either weapon skills or crime skills like trespassing would block you.
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Re: The Sweet Spot for a Compass

Postby RonPaulFTW » Thu Apr 09, 2015 4:05 am

Some mechanic that encourages long roads would be cool
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Re: The Sweet Spot for a Compass

Postby LOMS » Thu Apr 09, 2015 4:30 am

I have a better suggestion for this.

My point is: Teleportation is bad. But fast [enough] travel is good.

Make a fast travel. Traveling should not be instant, character should be idle for some considerable amount of time depending on distance. Aaand make it cost silver, yep, depending on distance too.
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Re: The Sweet Spot for a Compass

Postby Darwoth » Thu Apr 09, 2015 5:14 am

RonPaulFTW wrote:Some mechanic that encourages long roads would be cool


why? none of you asswipes wanted to make the road on jamestown.
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Re: The Sweet Spot for a Compass

Postby Kralith » Thu Apr 09, 2015 10:37 am

HolyLight wrote:I feel the game already has effective means of movement, you should however be encouraging real player made roads.(Maybe via a cash shop item(horse + cart, intense speed on a paved / brick road, encourage players to connect villages across large map sections, and make them only useable by those who own them, or tresspassing may occure)

This system is kind of meh. If you cannot sell /gift teleports, i guess i would have less concerns.

I just forsee bigger villages buying up teleports from newer players for larger sums of money and having teleport galor, as well as the abuse for raiding.

Maybe give it a global free cooldown timer of 1-3 months or something.

In 3 words : Player owned roads


"Teleports" will be too fictional for this game. I know we have two "teleporsts" yet, but think it is enough.
I like this idea by Holylight. Roads would be nice. We can pave yet, but Roads should be work in another way. More group influenced. A Farmer who dont like a road through his "fields" should have possibilities do something against the build of a road. Maybe sabotage things or petitions to the majestics or so on. And the builder can do other things, like pay the Farmer or make another bussiness with a Town Sheriff or so on.
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Re: The Sweet Spot for a Compass

Postby Angus » Thu Apr 09, 2015 10:44 am

I can not put to words how much I dislike this idea. It will be abused to the fullest and change everything Salem is and has been. I do like the roads idea with raiders, merchants and travellers alike using and controlling them. I would vote yes to ending our current Providence teleport if roads for fast travel and owned horses (husbandry) where something everyone could achive. It seems horses are the one area of the game that still needs to be added. Let's even add small portable (3 item) vendor stands 1 per player that can only be used away from Providence. Let's make this game real not like every other game on the market. How about this: a new player has expended his 1 friend teleport and wants to join another town on the far side of the map. They meet him in Providence with an extra horse and they fast travel by road to their place. Fast travel within reason of coures, someone may want to hinder this....
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Re: The Sweet Spot for a Compass

Postby RonPaulFTW » Thu Apr 09, 2015 12:02 pm

Darwoth wrote:
RonPaulFTW wrote:Some mechanic that encourages long roads would be cool


why? none of you asswipes wanted to make the road on jamestown.


Haha. I believe it was us defending the jamestown road -that we had just started paving - from trolls unpaving it that left most of the scents you used to massacre us. ¦]
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