Rebalancing defences

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Re: Rebalancing defences

Postby jwhitehorn » Tue Dec 18, 2012 1:08 pm

Well it would indeed be simple enough to track. An integer could be created for each building destroyed by a player that triggers a crime. And then cross-referenced against an integer that accumulates all the Gluttony, C&D, Faith and Wisdom, L&L, and F&W inspirationals that character has accumulated. Some kind of coefficient could be used to correctly calculate those actions into "hours invested".

Its obviously subject to opinion and debate at the moment but I feel very strongly that the "average" raider spends WAY more time developing their character than they actually do in damage before they die. Which again means that the "Crafters" of this game are getting a far better investment on their time than the raiders. Granted that is because most raiders are retarded and leave their leanto's a couple minutes from the crimes for me to kill them. But still... Balancing raiding on Plymouth seems unnecessary as I have received no PM's and seen no HoB Threads about a single crime or living Criminal on our entire server at this moment in time.

I refuse to believe that if it were truly as profitable and lucrative (and unbalanced) as people are making it seem that there wouldn't be a single other person doing it.

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Re: Rebalancing defences

Postby Potjeh » Tue Dec 18, 2012 1:19 pm

The "average" raider has no clue what he's doing. The game needs to be balanced keeping in mind raiders that do.

Anyway, we obviously don't have any concrete numbers here, but I think your cost assessment is dead wrong. For example, for the cost of getting all the C&D a combat char needs you can get measly 15 braziers which don't really do much. And that's using lockets from 5 to 60, which nobody does. As for humours, I reckon it's less work to crank out food for a decent PvP char from developed fields (it's what, 2-3 harvests on a moderate sized farm?) than it is to build up those fields in the first place.
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Re: Rebalancing defences

Postby L33LEE » Tue Dec 18, 2012 2:17 pm

All problems seem to be because of purity foods and lack luster defences.

Its possible to the 80's+~ without purity food and with current base defense machanics this seems were the "current cap" of humors should be, as a nice sized raiding party(5+) and a good amount of hours invested should still be able to raid a base effectivly to steal items, but make it almost impossible to raze a whole settlement to the ground if they have any decent amount of braziers / good defences.

Remove purity untill better defences are introduced seems to be the most logical and fastest solution currently, then when better defences (100, 150, 200 soak walls / siege needed) then reintroduce the purity, so players can then raise characters accordingly to then effectivly be able to raid.

Then what of all them characters who are already 100, 200, 300, 500+ all humurs will have distinct advantages.

Full server wipe ? doubt it will happen.

Adding more and more stuff to the game to balance in its current state seems like a hell of alot more work than removing something which already currently exists in the game.

Or simple, put a hard cap on humors for the moment untill more stuff is added, then increase the cap, eventually the cap will be removed when adequate content is added for no humor cap to exist.

Adding this hardcap can be introduced without wiping and would not effect any current higher humor character.
Example:
Player A has 450 all humor character
100 hard cap is introduced
This characters visual display will show 100's but the server has saved his stats.
Then cap is increased to 200
This character now has 200 humours instantly
Then cap is removed
Character goes back to 450, and is able to glutton again.

If you hit the hard cap, glutton is impossible.
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Re: Rebalancing defences

Postby darnokpl » Tue Dec 18, 2012 7:31 pm

jwhitehorn wrote:Well it would indeed be simple enough to track. An integer could be created for each building destroyed by a player that triggers a crime. And then cross-referenced against an integer that accumulates all the Gluttony, C&D, Faith and Wisdom, L&L, and F&W inspirationals that character has accumulated. Some kind of coefficient could be used to correctly calculate those actions into "hours invested".

Its obviously subject to opinion and debate at the moment but I feel very strongly that the "average" raider spends WAY more time developing their character than they actually do in damage before they die. Which again means that the "Crafters" of this game are getting a far better investment on their time than the raiders. Granted that is because most raiders are retarded and leave their leanto's a couple minutes from the crimes for me to kill them. But still... Balancing raiding on Plymouth seems unnecessary as I have received no PM's and seen no HoB Threads about a single crime or living Criminal on our entire server at this moment in time.

I refuse to believe that if it were truly as profitable and lucrative (and unbalanced) as people are making it seem that there wouldn't be a single other person doing it.

Chief PeePooKaKa
MM Tribe


I hope it is bad joke.

To get murderer with ~100 stats all you need to do is eat search or buy inspirationals.

To get defences you need to terraform area, gather stone, granite and lime, chip all, search inspirational and finally build stone walls (for all that you also need food) and skills for town bell + silver... walls are not enough, so we need to build braziers, but for that we need coal camps, mines, lime, protected area for smelters, again food and a lot of time!
Now we can build plank walls, but that requires timber piles (and 5 days of waiting), again skills 100+ H&N, we need crops and seeds for oil and again time.

And after that all we see raider behind our walls and all he need to do is bash, run, eat until walls are gone.
Where do you see balance in this mechanic???
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Re: Rebalancing defences

Postby L33LEE » Tue Dec 18, 2012 7:48 pm

darnokpl wrote:
jwhitehorn wrote:Well it would indeed be simple enough to track. An integer could be created for each building destroyed by a player that triggers a crime. And then cross-referenced against an integer that accumulates all the Gluttony, C&D, Faith and Wisdom, L&L, and F&W inspirationals that character has accumulated. Some kind of coefficient could be used to correctly calculate those actions into "hours invested".

Its obviously subject to opinion and debate at the moment but I feel very strongly that the "average" raider spends WAY more time developing their character than they actually do in damage before they die. Which again means that the "Crafters" of this game are getting a far better investment on their time than the raiders. Granted that is because most raiders are retarded and leave their leanto's a couple minutes from the crimes for me to kill them. But still... Balancing raiding on Plymouth seems unnecessary as I have received no PM's and seen no HoB Threads about a single crime or living Criminal on our entire server at this moment in time.

I refuse to believe that if it were truly as profitable and lucrative (and unbalanced) as people are making it seem that there wouldn't be a single other person doing it.

Chief PeePooKaKa
MM Tribe


I hope it is bad joke.

To get murderer with ~100 stats all you need to do is eat search or buy inspirationals.

To get defences you need to terraform area, gather stone, granite and lime, chip all, search inspirational and finally build stone walls (for all that you also need food) and skills for town bell + silver... walls are not enough, so we need to build braziers, but for that we need coal camps, mines, lime, protected area for smelters, again food and a lot of time!
Now we can build plank walls, but that requires timber piles (and 5 days of waiting), again skills 100+ H&N, we need crops and seeds for oil and again time.

And after that all we see raider behind our walls and all he need to do is bash, run, eat until walls are gone.
Where do you see balance in this mechanic???


But this works both ways.

./waitsforsomeonetodestroycheifsbasebecausehemustalsohaveamainyoutalkofwhichcreatedhisbase
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Re: Rebalancing defences

Postby darnokpl » Tue Dec 18, 2012 8:04 pm

L33LEE wrote:But this works both ways.

./waitsforsomeonetodestroycheifsbasebecausehemustalsohaveamainyoutalkofwhichcreatedhisbase


UseCamelCaseNotationNextTime!!!!

EDIT: When I am thinking about balance (as for current mechanic) there is none,
Devs made troll joke giving us food purity to make ~4 times stronger characters than our defences.
I know it is beta and not all ideas are implemented, but it looks like W1 closed beta with murder and no inherit option :/

As long as purity does not affects on defences they are weaker and won't be able to counter high purity food pumped into murder alts.
Right now we have two game styles and only raiding require advancing in purity to make stronger characters,
crafting only requires spamming defences instead of making them stronger to counter higher stats characters.
Imho purity race on both of those paths should be in game and should make balance between both sides...
and when both sides (raiders and carfters) will get max purity then it should be resources & town designs war just like Potjeh said.
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