Rebalancing madness & insanity through totems.

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Rebalancing madness & insanity through totems.

Postby jakhollin » Mon Sep 28, 2015 6:44 pm

My thoughts are madness and insanity are things that many people have complained about while others have no issues with the feature at all. I know in towns where people have specific skills IE mining some people may have issues with madness because their tasks are heavily dependent on things that do not reduce insanity while others a full time cook for example never have issues with madness via always reducing insanity. So I propose the following:

New skills

Totemism

3,000 Faith & Wisdom
2,500 Law & Lore
1000 Arts & Crafts
1000 Woodworking
500 Flaura & Fauna
250 Natural philosophy
50 Perennial philosophy

New Structures
Unlocked with Totemism: Rudimentary Totem (movable)
10 woodblocks
5 hay
3 sharpened sticks
4 branches
10 stone

Increases insanity reduction by 2x when performing calming routines.

Unlocked Totemism and Kiln Construction: Clay Totem (non-movable)
30 clay
20 bricks
2 Golem of Prague
3 misshapen lump of clay
2 wooden handles
2 pig iron bars

Increases insanity reduction by 4x when performing calming routines.

Unlocked Totemism and ceramics and crucibles: Pristine Totem (non-movable)
50 bricks
10 mortar
10 gold eggs
20 cut gems anytype
2 wooden paddles
10 oiled boards
2 wrought iron bars

Increases insanity reduction by 10x when performing calming routines.

Unlocked Totemism and waste: Malevolent Totem (non-movable)
50 bricks
20 mortar
20 fractured gems
2 blood soaked cloth
2 madness broken tools of any kind
20 turkey poop
40 moldy boards

Increases insanity gain by 20x to people in range (torchpost range) who are committing waste to any type of wall or brazier/torchpost.


I think having structures that can help increase the insanity management may calm a few loud people down. Bring more diverse structures into the game. Adding a malevolent version also allows for people to be less disappointed when their prized pickax or shovel because questionably effective and also adds an additional raid mechanic that makes things interesting. I Can imagine a person raiding a town and in the middle of breaking walls gain a madness level and have their shovel become questionably effective.
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Re: Rebalancing madness & insanity through totems.

Postby Dallane » Mon Sep 28, 2015 7:00 pm

This doesn't make insanity any less annoying or fix any of the problems people have with it
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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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Re: Rebalancing madness & insanity through totems.

Postby jakhollin » Mon Sep 28, 2015 7:15 pm

If you only have to whittle one stick every hour instead of one every one every 4 minutes then this does help people with it. Also if they are doing insane things then do one sane thing under a totem they neutralize the effect of the insanity. Now if a person does go insane and break a tool or ruin some cloth they have a reason to hold on to these items and or can sell them. So no it does not fix all of the problems people have with it but it does offer valid things to the mechanic. It makes becoming mad somewhat valuable and also provides a starter entry into "Hey there is this thing called insanity you need to manage" to noobs. A simple description for the first totem someone can get immediately tells a new player hey I need to manage this before it gets to bad. For the more advanced players it provides a way to play with the insanity and madness mechanic in such a way that it is not looked at as a punishing mechanic but one that can be utilized under certain scenarios.

I can also see types of jewelry such as a calming necklace that say reduces insanity by a few points more than normal when doing calming tasks while a malevolent one would double the skill points of an inspirational in return for making the inspirational make you go gain insanity instead of loosing it.

Madness and insanity do not really but me. I have very little issues with them. However I think it is an untapped mechanic that could be used to provide interesting mixes of punishment and reward for flirting with the disaster of hanging on the ledge of insanity.
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Re: Rebalancing madness & insanity through totems.

Postby Dallane » Mon Sep 28, 2015 7:22 pm

You are still stuck with a unwanted and undeed task to perform as you play that doesn't really give you anything other than not gaining insanity. This doesn't really help anyone other than vets who already shouldn't have a issue with gaining insanity. It's still a menial required task that doesn't improve gameplay.

Making the buildings is just dumb and not needed.

I think the entire system should be relooked at and thought over instead of tweaked.
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Re: Rebalancing madness & insanity through totems.

Postby Tulgarath » Mon Sep 28, 2015 7:30 pm

Might not take away the loudest people's complaints, but I think it's a good idea. Puts a bit more control into those willing to put time into it. Also, The effect towards others is a plus.
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Re: Rebalancing madness & insanity through totems.

Postby TotalyMeow » Mon Sep 28, 2015 7:41 pm

Maybe it will help to take a second look at the meaning and purpose of insanity/madness? Salem is meant to be a dark and dangerous place with an air similar to that of HP Lovecraft's New England stories. In that context, maybe you can see how some form of insanity mechanic is a necessary one?

The idea behind this mechanic, is that you are in a strange new world totally unlike the long civilized and cultivated England/Europe, and almost everything you do reminds you of that and therefore makes you a little more afraid until you eventually go insane and slit your own throat or some other thing that results in death. But just like many things make you crazier, including just Being in the new world, many other things remind you of the safety and homeyness of England: cooking over a fire, gardening, napping, a nice relaxing session of whittling, catching a pretty butterfly. Or they spur you to be more logical and reject superstition, like studying an inspirational.

So, something like a totem, being a sort of magical thing, probably wouldn't work as it doesn't really fit the theme. Considering the religious beliefs of the pilgrims, a totem is the sort of thing that should add to your insanity or be the product of a fear deluded mind. Now, if anyone can come up with some good uses for the church involving madness, maybe that could be worked in to things. Such huge passive reductions are too much though. We do want you to be constantly reminded, at least in the back of your mind, about the fact that Salem is a dark and scary place where death lurks around the corner for everyone.

Now, we do intend to rebalance Madness, and maybe people will be happier when we do, but new ideas about the mechanic are welcome. Just try to keep it in the right theme and try to keep it more balanced.
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Re: Rebalancing madness & insanity through totems.

Postby jakhollin » Mon Sep 28, 2015 9:28 pm

TotalyMeow wrote:Maybe it will help to take a second look at the meaning and purpose of insanity/madness? Salem is meant to be a dark and dangerous place with an air similar to that of HP Lovecraft's New England stories. In that context, maybe you can see how some form of insanity mechanic is a necessary one?

The idea behind this mechanic, is that you are in a strange new world totally unlike the long civilized and cultivated England/Europe, and almost everything you do reminds you of that and therefore makes you a little more afraid until you eventually go insane and slit your own throat or some other thing that results in death. But just like many things make you crazier, including just Being in the new world, many other things remind you of the safety and homeyness of England: cooking over a fire, gardening, napping, a nice relaxing session of whittling, catching a pretty butterfly. Or they spur you to be more logical and reject superstition, like studying an inspirational.

So, something like a totem, being a sort of magical thing, probably wouldn't work as it doesn't really fit the theme. Considering the religious beliefs of the pilgrims, a totem is the sort of thing that should add to your insanity or be the product of a fear deluded mind. Now, if anyone can come up with some good uses for the church involving madness, maybe that could be worked in to things. Such huge passive reductions are too much though. We do want you to be constantly reminded, at least in the back of your mind, about the fact that Salem is a dark and scary place where death lurks around the corner for everyone.

Now, we do intend to rebalance Madness, and maybe people will be happier when we do, but new ideas about the mechanic are welcome. Just try to keep it in the right theme and try to keep it more balanced.



I kinda thought that as a pilgrim in the wild one would begin to assimilate some of the beliefs of the natives into their culture considering they were trained by the Indians before being allowed to settle. But in any case I believe this still fits the bill and offers some functionality to the things that are procured while having madness. It also inspires people to actually move into madness levels and explore them more instead of fearing them completely. Knowing that any attackers are driven insane by your twisted building you built while you were not right in the head would be a nice benefit. Each level could be restructured to also use some of the the madness items. Such as timber terrors to make evil totems that increase insanity gains of attackers.

Unlocked Totemism and waste: Bloody Warrior Totem (non-movable)
50 bricks
20 mortar
20 fractured gems
2 blood soaked cloth
2 madness broken tools of any kind
20 turkey poop
40 moldy boards

Increases insanity gain by 20x to people in range (torchpost range) who are committing waste to any type of wall or brazier/torchpost.

New Structures
Unlocked with Totemism: Native Timber Terror Totem (non-movable)
10 wood knot blocks
5 hay
3 sharpened sticks
4 branches
10 stone
2 timber terrors
1 itchy britches

Increases insanity gain by 10x to people in range (torchpost range) who are committing waste to any type of wall or brazier/torchpost.
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Re: Rebalancing madness & insanity through totems.

Postby HolyLight » Mon Sep 28, 2015 10:42 pm

TotalyMeow wrote:The idea behind this mechanic, is that you are in a strange new world totally unlike the long civilized and cultivated England/Europe, and almost everything you do reminds you of that and therefore makes you a little more afraid until you eventually go insane and slit your own throat or some other thing that results in death. But just like many things make you crazier, including just Being in the new world, many other things remind you of the safety and homeyness of England: cooking over a fire, gardening, napping, a nice relaxing session of whittling, catching a pretty butterfly. Or they spur you to be more logical and reject superstition, like studying an inspirational.


On this, you shouldnt be gaining insanity inside a safe village, in civilized land at all, reguardless of the tasks you are doing, unless you are doing them endlessly for hours on end. You are safe, in civil land, inside walls, with a village bell to protect you. However, maybe with a Trial by fire looming over your town you should game insanity / madness ?

On the otherhand, as a non witch, exploring the darkness looking for them creatures of evil and other things, you should be gaining insanity like crazy, taking tobacco and booze with you to calm your nerve's, forcing players to carry torches, as well as other things. This is how you should have implimented insanity and madness. The darkness is hardly scary unless you run into a D.Bear.

Exploring outside of a village / Pclaim alone should maybe increase insanity + madness, being close to other pilgrims should make you less insane / mad. There are not many reasons though to go exploring, would need to add more features to draw players out of their villages.
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Re: Rebalancing madness & insanity through totems.

Postby jakhollin » Mon Sep 28, 2015 11:07 pm

HolyLight wrote:
TotalyMeow wrote:The idea behind this mechanic, is that you are in a strange new world totally unlike the long civilized and cultivated England/Europe, and almost everything you do reminds you of that and therefore makes you a little more afraid until you eventually go insane and slit your own throat or some other thing that results in death. But just like many things make you crazier, including just Being in the new world, many other things remind you of the safety and homeyness of England: cooking over a fire, gardening, napping, a nice relaxing session of whittling, catching a pretty butterfly. Or they spur you to be more logical and reject superstition, like studying an inspirational.


On this, you shouldnt be gaining insanity inside a safe village, in civilized land at all, reguardless of the tasks you are doing, unless you are doing them endlessly for hours on end. You are safe, in civil land, inside walls, with a village bell to protect you. However, maybe with a Trial by fire looming over your town you should game insanity / madness ?

On the otherhand, as a non witch, exploring the darkness looking for them creatures of evil and other things, you should be gaining insanity like crazy, taking tobacco and booze with you to calm your nerve's, forcing players to carry torches, as well as other things. This is how you should have implimented insanity and madness. The darkness is hardly scary unless you run into a D.Bear.

Exploring outside of a village / Pclaim alone should maybe increase insanity + madness, being close to other pilgrims should make you less insane / mad. There are not many reasons though to go exploring, would need to add more features to draw players out of their villages.



I would think attacking another village and breaking down walls should make you a little insane. I can not think of a criminal who did something like bashing through a wall despite receiving fire from an automated turret of being a person of sound mind. I am also sure that after that even they would be a little more insane and even more so if They broke in the wall and noticed something very scary looking like an evil totem.

The whole point is that I hear complaints about insanity and madness. I do not personally have an issue dodging the effects of this. However I would like a reason to play with the mechanic and see the psychotic episodes other than oops I went mad again let me protect my pickax by going to the hookah... With many of the complaints about the mechanic I see most of the people complaining about all the down sides never about dropping dead from it. So obviously these people can manage it to some extent. The only complaint I have with the mechanic is that I do not get to experience it because it is nothing but negative. If there were positive things to gain from having madness such the items received being rare inspirations, the giant salami clearing all quaffed and quenched, Or itchy britches increasing rummaging by 600 while wearing them then I would be convinced that. Hey I think I may go mad so I can get a chance of clearing my quaffed and quenched or damn I need 500 grass lets go mad and get some itchy britches to help me out with that task. Many of the things I have found in this game have a good side and a bad side I do not see why madness has to differ in that regard. The totem defense structure and insanity reduction were a peace-meal effort at providing a new method of handling and wanting to experience madness by providing moderate to expensive structures that could take a person to the brink of madness and have a good way of bringing them back again.
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