Game Development: Criminally Thanksgiving

Announcements of major changes to Salem.

Re: Game Development: Criminally Thanksgiving

Postby Darwoth » Fri Nov 23, 2012 11:48 am

loftar wrote:
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.

You'd have to qualify that statement for it to make sense, though. Just like it certainly is easier to loot one item than it is to break the wall, it is like harder to loot a thousand items than it is to break the wall. I think both of those extremes make sense; so are you criticizing them as premises, or the quantitative balance in between them, or something else? It really doesn't help your argument that you're just saying that it sucks, without a further enquiry into just how it sucks.



i am not going to bother debating a pompous opponent on his home turf surrounded by fanboys most of whom would think removing any sort of pvp at all would also be a great change. your change does in fact "suck", was not needed and the entire premise of having to run away from the enemy camp for a lengthy period of time before being able to function again due to a magical debuff is easily the most shortsighted and ill concieved take on player conflict i have seen over 15 years of games.

it has completely eliminated the "worth if" factor for the great majority of "raids", currently the most valuable thing other than high purity seeds that only need to be gotten once is iron bars, out of many raids i think 30 or so is the most i ever found in one spot and that was at a location with four walls and decent brazier coverage. the value of the time now required to break in, locate and loot said number of bars far exceeds that of the loot because it is more efficient to just make your own. this obviously applies to everything else as well since they are of far lesser value than the bar example.

in order for raiding to be a viable playstyle the profit needs to match the risk of putting a character on the line to do it, with your change it simply does not and instead it is a lot more efficient and makes far more sense to simply produce your own **** for a fraction of the effort and time while risking nothing. if that was your intention then mission accomplished, carry on. if not then you might reconsider.
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Re: Game Development: Criminally Thanksgiving

Postby Potjeh » Fri Nov 23, 2012 11:51 am

You do know we'll get more valuable items in the future? IIRC there are already gold and silver mine spots, they're just waiting for implementation of their respective industries before we can detect them.
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Re: Game Development: Criminally Thanksgiving

Postby Darwoth » Fri Nov 23, 2012 11:53 am

i do not know what the future holds, the future might also see implementation of new items like horses or cannons that will change the dynamic again. all i can comment on is what we currently have to work with so that is what i have done.
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Re: Game Development: Criminally Thanksgiving

Postby darnokpl » Fri Nov 23, 2012 12:15 pm

Darwoth wrote:
i am not going to bother debating a pompous opponent on his home turf surrounded by fanboys most of whom would think removing any sort of pvp at all would also be a great change. your change does in fact "suck", was not needed and the entire premise of having to run away from the enemy camp for a lengthy period of time before being able to function again due to a magical debuff is easily the most shortsighted and ill concieved take on player conflict i have seen over 15 years of games.

it has completely eliminated the "worth if" factor for the great majority of "raids", currently the most valuable thing other than high purity seeds that only need to be gotten once is iron bars, out of many raids i think 30 or so is the most i ever found in one spot and that was at a location with four walls and decent brazier coverage. the value of the time now required to break in, locate and loot said number of bars far exceeds that of the loot because it is more efficient to just make your own. this obviously applies to everything else as well since they are of far lesser value than the bar example.

in order for raiding to be a viable playstyle the profit needs to match the risk of putting a character on the line to do it, with your change it simply does not and instead it is a lot more efficient and makes far more sense to simply produce your own **** for a fraction of the effort and time while risking nothing. if that was your intention then mission accomplished, carry on. if not then you might reconsider.


You forget this is crafting and survival MMO not only raiding-MMO, so little more protection for crafters is good!
Crafters maybe now will focus little more on industry and will produce more valuable items, because they will have more time to do so and it is good for you (raider) too, simply because more protection changes people game style and they will craft more instead of spamming more walls and braziers to stop you.
Some of them maybe will stop using alts as storage, if they will feel save enough, and in result you will get more silver and precious iron after each raid?

Maybe you should try to get "big picture" not just "omg I can't raid this camp omg omg, what I am going to do"?
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Re: Game Development: Criminally Thanksgiving

Postby colesie » Fri Nov 23, 2012 3:07 pm

My question is, with this new system where you need to walk away from your crimes; what happens if you kill a villager in the village? You have to exile the murderer for however long the criminal buff lasts? (Don't tell Dallane I asked)
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Re: Game Development: Criminally Thanksgiving

Postby Droj » Fri Nov 23, 2012 3:27 pm

Sounds like some major butthurting going on here.

http://youtu.be/dIj-6fr2SlI
Last edited by Droj on Fri Nov 23, 2012 4:15 pm, edited 1 time in total.
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Re: Game Development: Criminally Thanksgiving

Postby Plazek » Fri Nov 23, 2012 3:39 pm

Pretty rude comment there Darwoth you know, given that his critique of your complaint was spot on. Your statement there unqualified as it was is exactly as he called it.

Shame you didn't bother explaining further given that I think you might actually have a point, with the game in its current state. Though as others have said changes will come.
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Re: Game Development: Criminally Thanksgiving

Postby Ass_Kraken » Fri Nov 23, 2012 6:10 pm

Maybe instead of raiding people for loot, you are supposed to be raiding people because they affected you in someway? ( ͡° ͜_͡°)
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Re: Game Development: Criminally Thanksgiving

Postby JinxDevona » Fri Nov 23, 2012 6:34 pm

Darwoth, not that I disagree, as I've stated I know nothing of the criminal mechanics... but do you have a suggestion that would make it fair to victims as well. I've seen posts everywhere with pictures showing that raiders don't just take "the good stuff," but everything and usually destroy the structures as well. IMO I don't believe that is fair. Structures especially. If raiders had some kind of consequence to taking so much, it would leave some left for the victims to rebuild (so raiders have something to take again...lol). The question here needs to be, what can the consequence be that not only makes it worth it for raiders, but protects victims from losing everything and structures?
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Re: Game Development: Criminally Thanksgiving

Postby Sevenless » Fri Nov 23, 2012 6:53 pm

To be fair, I don't think raiding was ever meant to be a self supporting lifestyle. Raids are supposed to be for fun, or to steal valuables. But if we allow raiders to live off that and nothing else it would be a very hard gaming ecosystem to support.

The crafters would have to be many, and they would have to enjoy eating **** for breakfast to keep them playing. You kill the crafters out of the game and then what? Back to a ghost town. That doesn't seem viable to me.

Now I get jorb doesn't want to muck too much with the experiment. But the variables you set into motion such as how the game punishes crime really set up incentives and disincentives from the get go.
It's been neat to see the evolution of a game. Salem has come so far, and still has far to go. Although frustrating, I think it's been an experience worth the effort.
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