by Sevenless » Fri Dec 21, 2012 10:21 pm
If you want to reassure doubters about the griefing mechanic, I would really put a more heavy emphasis on the discussion of the social currency.
I'm also curious what's going on with discussions of influence as currency. Someone mentioned it failed, and I'm not entirely sure what the story is there. Nor do I know how big of an alpha community you have. The idea of a currency that is also usable to buy skills and everything else in the game strikes me as a well founded way to avoid inflation. Especially within the realm of permadeath where every killed character is sinking spent influence on skills which die with him/her.
What went wrong? Or is that just an opinion?
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.