Claeyt wrote:To remove [Trial by Fire] completely would require 2 things: Walls would need to take much longer to destroy for enemies of the town and Townbells would need to be indestructable again. I wouldn't mind that so much.
Claeyt wrote:What about this as an idea:
What if any member of a town under a TbF or TbC could freely commit waste outside of their town but under the acting TbF or TbC without leaving a scent. We need to see more action against walled in TbF's and TbC's. What's stopping people isn't that they can't break into the Donuted TbF's and TbC's, it's that they don't want to leave summonable scents for the raiders to summon them with.
Claeyt wrote:I think most people wouldn't mind seeing more action in raiding, but with less risk involved.
Claeyt wrote:Salem players all play the game differently. ... Very, very few people actually raid much and most of us just want to build and plant and explore. Why is it so hard to let more than just your small idea about how to play the game exist?
Claeyt wrote:Maybe it's as simple as not allowing TbF's or TbC's shadow's to touch more than one town.
Claeyt wrote:There has to be a way to prevent people from building siege towns right next to other towns. Maybe we could just make it so you can't build another town within 10,000 tiles or something where it's far enough out that a town doesn't have to face a donuted TbF or TbC.
Icon wrote:This isn't Farmville with fighting, its Mortal Kombat with corn.
Darwoth wrote:the best part about the claegues no towns within 10k tiles of each other suggestion is that he fails to realize any moderately wealthy player could control huge swaths of the map for free once they built and fortified their bells.
if something like that was patched in on a friday i would control the entire darkness region of the game by sunday then claeyt would be crying about that, how he should be able to have a town in the darkness to farm darkness monsters he is to newb to fight etc.
TotalyMeow wrote:Claeyt wrote:To remove [Trial by Fire] completely would require 2 things: Walls would need to take much longer to destroy for enemies of the town and Townbells would need to be indestructable again. I wouldn't mind that so much.
No, walls would stay the same and town bells would definitely need to still be destructable lest your town be strangled by a donut town that can never be removed. There should always be a way to destroy any structure in the game and right now there is. Mine entrances are an exception but they also can't be built just anywhere so that mitigates any potential problem there.
TotalyMeow wrote:Claeyt wrote:What about this as an idea:
What if any member of a town under a TbF or TbC could freely commit waste outside of their town but under the acting TbF or TbC without leaving a scent. We need to see more action against walled in TbF's and TbC's. What's stopping people isn't that they can't break into the Donuted TbF's and TbC's, it's that they don't want to leave summonable scents for the raiders to summon them with.
Darwoth explained this, but you objected as if you didn't understand. If there is a town around a waste claim and an enemy town under the claim as well, and scents will not be left by any citizen of those towns destroying things under a waste claim, then not only will the citizens of the enemy town be able to destroy the donut town with no consequences, the raider will also be able to destroy the enemy town and anything in it with no consequences. I don't see how you think this is a good thing.
TotalyMeow wrote:Claeyt wrote:I think most people wouldn't mind seeing more action in raiding, but with less risk involved.
By 'less risk' you seem to mean 'no risk'. There already isn't that much risk involved in using the right defense. Risk is part of this game, an integral part that will never be removed.
TotalyMeow wrote:Claeyt wrote:Salem players all play the game differently. ... Very, very few people actually raid much and most of us just want to build and plant and explore. Why is it so hard to let more than just your small idea about how to play the game exist?
Oh, but we do. We understand that many people only want to be peaceful and we've made it so that anyone can do so for at least a little while. We figured most groups would last a few months before needing to fight for their right to be carebears, some maybe years. But we do expect them to fight eventually. It's always just a matter of time. Salem is a game designed for people who love the risk and terror that comes with the potential to lose Everything, or to risk Everything for a big reward. I don't know how many times i have to beat you over the head with that point, but I know I've said it many times now. There are a million carebear games out there, this isn't one of them. It's for those who want just what this game provides, scary fun risks.
TotalyMeow wrote:Claeyt wrote:Maybe it's as simple as not allowing TbF's or TbC's shadow's to touch more than one town.
I'd like to know how you think this could be worked out. We had something similar when the TbF first came out and it was changed because it didn't work.
TotalyMeow wrote:Claeyt wrote:There has to be a way to prevent people from building siege towns right next to other towns. Maybe we could just make it so you can't build another town within 10,000 tiles or something where it's far enough out that a town doesn't have to face a donuted TbF or TbC.
Wow, and what about the towns that are already within 10,000 tiles of each other? Who gets nuked? You realize more towns would be destroyed by that change than by any 10 Darwoths? Besides that, all a town donut really does is let a raider not stand by the TbF for the 4 or so hours that it is vulnerable but not active, which is very very boring if you've ever done it and I'm not all that sorry that it can be avoided. If a raider is standing there instead, you'll still have to go through him to get to the TbF to destroy it. That means risking characters in open combat and leaving combat scents. How is that so different?
jorb wrote:(jwhitehorn) you are an ungrateful, spoiled child
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.
Claeyt wrote:There has to be a basic time that people can feel safe. I don't mind if it's 24 hours but we're talking about people having to be on every 4 hours to check currently if they only have brick walls and don't want to lose absolutely everything when the raider takes out their bell and steals all their keys.
Claeyt wrote:Getting rid of Donuted towns has to be a goal of yours otherwise why make townbells destructible in the fist place.
Claeyt wrote:If donuted towns aren't a thing anymore you can go back to having nice big towns with permanent townbells and maybe even make walls easier to take down and nerf defenses. I think we all agree that we want more raiding and combat but with less permanent destruction of towns. The permanent destruction of towns is what's making the long term players leave the game right now.
Claeyt wrote:I want to see more risk like 'The Battle at Lake Nod' rather than people losing whole towns and all their characters within the town because they had to get some sleep or go to work that day.
Claeyt wrote:When people lose everything they quit the game. That's the whole problem.
Claeyt wrote:Darwoth slowly strangles Arcadia hoping for waste scents if they try and defend until he finally puts up a permanent TbF for weeks and then breaks in, destroys the bell, steals their keys and traps all their top guys and takes everything they've built and worked for? How is that a good game if stuff like that can happen to a big relatively active town? The game can't grow like that.
Claeyt wrote:There shouldn't be a requirement in a game that you be available 24/7 and have to maintain a call list in case you're attacked.
Claeyt wrote:We'll never see large successful towns anymore with open recruiting and such. If we want a real political system with large towns with inner-political systems
Claeyt wrote: make it specific to the town it's meant to attack and make it so it's say 51x51 like a townbell shadow and it can't be within a certain range of another town. This way it could be out in the open or behind a Pclaimed area. Maybe you could make it so that anyone from the defending town could attack anything within the 51x51 TbF, TbC townbell sized area without leaving a waste scent. This would defeat the Donuted TbF problem or at least make it so the donuted area would have to be huge and harder to build defenses for.
Claeyt wrote:It's different if instead you're just harvesting summonable Waste scents like what Darwoth did at L33's village and Arcadia. The whole point of donuted towns is to make the defenders HAVE to attack the raiders so they can collect waste scents and such.
Claeyt wrote:I mentioned this months ago but why can't TbF's and TbC's get exponentially more expensive? Why can't they be 500s the first day, 1000s the second and so on and on, and if the town runs out of money then the TbF or TbC is destroyed.
Icon wrote:This isn't Farmville with fighting, its Mortal Kombat with corn.
Icon wrote:Darwoth, I have to know....
Was my checker still there?
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.
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