Dear Mr. Carver,
This is our first month anniversary of my posting suggestions and you of having eagerly read each and every one of them.
I understand at the moment you are still too shy to express your feelings in words. No doubt you have started to write elaborate posts detailing what you hope to do with Salem (and maybe me?) multiple times, but each time you have become worried and scared that perhaps I will judge you, lash out, or even worse, ignore you once I have gotten what I want. It's okay John. Take your time, I am here for you in your timidness as well. I am here to earn your trust. I don't want to force or coerce you into showing us your Roapmap, I want you to want to show it to us willingly. It doesn't have to be very big. I won't judge. No matter the size I want to take your roadmap gently in my hands. I want to feel its weight, the gravity of it if you will. Then I will get down onto my knees, worshiping it some might say, my mouth slightly agape in awe and appreciation, and then... well maybe it's best if I stop here.
In any case, happy 1 month anniversary John I look forward to you reading your post when you're ready.
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Day 31: How to Make More Money With Salem - Part 1 The Problem
*In Part 1 I will explain the problem with Providence's direction and how we can shift it. Part 2 I will explain how a new shop system with buying options. Part 3 I will explain how all these parts come together to help advertise the game cheaply and effectively.*
I briefly mentioned direction when I was listing what I thought the major problems with Salem were, but didn't do a great job of elaborating at the time. I may not always have the best words so I will try to explain as much as I can in examples.
Fast Zombies vs Slow Zombies this is my first example and is what Expeditions vs Providence should be in my mind. With Fast Zombies the enemy is the zombie for sure, they just comes running at you, you survive them only by skill or luck. Slow zombies the enemy isn't simply the zombies but yourself as well, your complacency, you getting lazy protecting yourself, or just being plain stupid is what kills you.
Expeditions should be the Fast Zombie and Providence the slow. And admittedly we are not too far from this, but we have diverged in some ways that detract from each.
I think Expeditions are pretty much on point, other than they should probably be a little shorter and more frequent. The major directional issue is just that they have historically incorporated too much community projects. Spending time or resources for the good of the whole are antithetical to winning, so its not fair to expect people who want to win to sacrifice anything for the good of the community.
Providence is a little more confused. I think there has been an anti-arms race to protect people's shop investment while making the game still seem harsh. The problem is that these "harsh" mechanics have historically mostly just punished and pushed away new players which makes it hard for Salem to grow financially and therefore puts even more emphasis on protecting shop investments.
One notable consequences is that pure cosmetic shop items have been mostly moved away from and replaced with shop items with game value. IE tools, instruments, Momento Mori, Last Will, etc.
These are not inherently bad an definitely have their place, but it not doubt contributes to stagnant sales as new players need to get through the steep investment of learning all the "harsh" mechanics in order to even make use of those items. What I mean is a new player might conceivably want to wear a fun hat right off that bat, but do they want to buy a Momento Mori? What use will they get from a Pitchfork before they learn to grind, a rolling pin, etc?
What I am proposing is that we walk back from making Providence harsh. We let Providence be the Slow Zombie where complacency kills you. This means changing mechanics like Hypothermia and insanity, and making early game easier and more intuitive. Then we put more emphasis on PVP over raiding bases, which means we make waste harder, but make theft and murder easier, we find ways to let players be stupid, encourage them to leave their bases and explore. Encourage them to fight, die, get mad, but at the end of the day they can still generally keep their base without having to spam a thousand braziers.
I get that this is going to be controversial, but I think its important for me to note that for as much harder as raiding is made PVP and theft should be made that much easier. Death is the ultimate consequence. And dosing you **** because you were stupid and didn't lock you gates is much easier to understand and move past than you didn't spam enough braziers. Raiding should still exist on Providence, but for the most part be much more the focus on Expeditions.