Nixman wrote:I tend to agree, when we start considering the nature of Salem, is it just a build and be destroyed game or will it have some semblance of community, politics and proper risk vrs reward aspects that ensure the game retains players.
loftar wrote:The main intention with the crime buff (which never worked, but which this change intended to at least partially remedy) was to impose a resource limit on a single raid, so that a settlement isn't entirely broken as soon as a single wall tile has been broken, and that its internal layout matters, and that crimes have to be chosen and prioritized between.
Darwoth wrote:bottom line is it should not be more difficult to loot items than it is to breach the fort to begin with, as it stands that is exactly how it is.
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.
Darwoth wrote:bottom line is it should not be more difficult to loot items than it is to breach the fort to begin with, as it stands that is exactly how it is.
Darwoth wrote:bottom line is it should not be more difficult to loot items than it is to breach the fort to begin with, as it stands that is exactly how it is.
iambobthepirate wrote:Sevenless wrote:I agree and support Potjeh's vision of light vs darkness
Living in the darkness should be dangerous and bad. Even to the point that it's easier to raid darkness bases rather than harder (the transfer could be done slowly to give people a choice and time to move out). Light should be coveted and good for bases/villages. Bonuses to crop yields or maturation speeds, bonuses to wall strength, there's lots you could look at.
And then somehow tie it to player activity in an area and boom, villages won't mind their lost forageables nearly as much.
Edit: Thought. Having images of the clothes in game in the store. Better for sales perhaps? Or is it better to leave it a mystery to encourage people? Not sure honestly. Would be interesting to release two packs of similar nature (both outfits for example), one with screenies of it, one without. See which sells better.
i like this line of thinking, but i would wish for some mechanism to "tame the darkness". imo it would be better if your homestead in the darkness would slowly render over time an area of light.
I like this idea, but what will prevent people from slaughtering neighbours and then populating area with alts?Potjeh wrote:It should be based on the size of the local population, so established players are encouraged to preserve their newbie neighbours rather than destroy them.
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