not being able to steal items one has purchased

Forum for suggesting changes to Salem.

Re: not being able to steal items one has purchased

Postby Procne » Mon Dec 03, 2012 2:29 pm

Whatever design goals were, there are some nasty problems:

- paying people become targets, and instead of having game more fun, they have it harder / more dangrous
- vanity items were supposed to let people look nice / different. Right now they mark people as targets and it's not preferable to show them
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Re: not being able to steal items one has purchased

Postby Yes » Mon Dec 03, 2012 3:01 pm

Sevenless wrote:It goes against the design characteristics that the devs follow.

I don't understand again. It's possible to buy stuff in game for currency that is not in game.
(a person who plays online games since the 1980s about salem) laywn wrote:I have never seen anything so down right dirty!
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Re: not being able to steal items one has purchased

Postby Kaol » Mon Dec 03, 2012 4:38 pm

I wouldn't mind them being unlootable, just because it gives people an incentive to pay money to the devs/publisher. They could still be sellable so if you wanted some noobs premium gear you could pay him in silver which would again be good for the game as people would pay real life money and then sell the items for ingame currency to veterans.
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Re: not being able to steal items one has purchased

Postby Sevenless » Mon Dec 03, 2012 4:41 pm

Yes wrote:
Sevenless wrote:It goes against the design characteristics that the devs follow.

I don't understand again. It's possible to buy stuff in game for currency that is not in game.


Jorb believes in things *very* strongly. To the point of almost being religious about it. Such beliefs include permadeath and open world full loot pvp.

I dunno, but I think there's a point made here. We don't want the only people wanting to buy items being the 5% best defended now do we?
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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Re: not being able to steal items one has purchased

Postby Nixman » Mon Dec 03, 2012 10:50 pm

I think there is a point too.

Game design will mean absolutely nothing if you don't have funding, I wonder how many re-bought the packs after losing it, I'm guessing not many if any, I would also hazard a guess that those same people now think twice about buying anything from the shop. This isn't a good thing at all, the clothing is vanity and add nothing to the game in terms of game play/mechanics, I don't see why they shouldn't be no-drop.
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Re: not being able to steal items one has purchased

Postby Yes » Tue Dec 04, 2012 12:07 am

Sevenless wrote:I dunno, but I think there's a point made here. We don't want the only people wanting to buy items being the 5% best defended now do we?

I don't understand too and once more. You are asking if they are defended because they may have the items back any time?
(a person who plays online games since the 1980s about salem) laywn wrote:I have never seen anything so down right dirty!
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Re: not being able to steal items one has purchased

Postby Sevenless » Tue Dec 04, 2012 4:40 am

Yes wrote:
Sevenless wrote:I dunno, but I think there's a point made here. We don't want the only people wanting to buy items being the 5% best defended now do we?

I don't understand too and once more. You are asking if they are defended because they may have the items back any time?


We don't want only the top 5% of the "hardcore" players, the best defended and walled, to be the only ones who feel safe purchasing items because they know they won't lose them.

Your average beginner damn well knows, or should know, that if they buy fancy clothes it's libel to get them killed.
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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Re: not being able to steal items one has purchased

Postby JeffGV » Thu Dec 06, 2012 4:34 am

Imho, the purchased items should be treated in a different way than the normal items. Something akin to "bounded to the account".
First of all, no other people should be able to move or equip those binded items. They can, though, destroy them via right-click menù *.
The items would be flagged and destroyed upon the character's death.
I would introduce a certain npc that has, basically, two functions. One is give back binded items - either destroyed or not** (maybe, as a penalty, it could require some RL days to get the items back). The other function would permit to sell the item to another person, thus changing the binding of the item.

* a similar function would be required in case someone buys some clothing and, to grief someone, put them in a container; since they can't be moved or equipped, there wouldn't be any way for this person to get rid of them; if they can be destroyed, though, there's no harm (and since they are destroyed, they would be retrievable later to the npc).
**cause someone could steal a container with those, so there should be a way for the owner to get them back.

Something similiar could be done with items like tables and such as well.

Imho, it is a necessary step to ensure people will buy these cosmetic items. If they can be easily lost, seeing how much they cost, few people will spend money on them.
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