Less perma death to newbies...

Forum for suggesting changes to Salem.

Re: Less perma death to newbies...

Postby Mereni » Thu Feb 07, 2013 10:47 pm

I could think of a few ways to abuse this. No, I don't think we need any protection from death for newbies. All we really need is a little more work on the tutorial, which will happen eventually.

The new players need to be warned of what they are getting in to and directed to read the forums if they're too stupid to do so on their own. Maybe one of those wilderness guides should stop saying 'I'll take you to the woodshed alright.' and start saying something like 'Be careful, there are murderous thugs beyond the city boarders', or something about reading the forum though that is kinda ooc. Just until the real tutorials get put in.
User avatar
Mereni
 
Posts: 1839
Joined: Fri Dec 14, 2012 8:26 am

Re: Less perma death to newbies...

Postby dageir » Fri Feb 08, 2013 6:55 am

An alternative would be to add a link to the forums in the log in page/character screen.
Somebody once wrote, "Hell is the impossibility of reason." That's what this place feels like. Hell
User avatar
dageir
 
Posts: 1270
Joined: Sat Nov 17, 2012 2:36 pm

Re: Less perma death to newbies...

Postby McTc » Fri Feb 08, 2013 7:51 am

dageir wrote:An alternative would be to add a link to the forums in the log in page/character screen.


Many players won't read the forums anyway, even if you force them to go thru forum b4 they can log in.
this comes from personal game server hosting experience. hundreds of people had to go thru forum to actually log in, and if you ask what was the big announcement, big and red on the front page, they say what? never seen it.

Anyway if this is how you want to see the game. if you want to play with the same old old players then go ahead. if you actually want some new blood to the game, you need to protect the newbie long egnough to get to know the game.
if some higher lvl goes on killing spree and think its fun to kill of 5 bile newbies as soon they step out of boston area, i am 90% sure he'll quit. did he have something to lose, maybe he wasn't even compleated the tutorial yet.
its even worse, you just get to know the game, this is your first day playing, you have spent your first 4 hours looking crafting doing all the fun stuff, and then one wrong step, bang you're dead.
yes you say, if he quits then he wasn't worthy anyways, but this way you don't let him get addicted to game anyhow.

in my opinion, we need some sort of newbie protection. let it be time based, lets say 7 days, but your protection ends if you reach certain ammount of skill points or get some skill.
protection shouldnt make you immortal, just make you loose more skillpoints than being KO-d and also make you drop all the things you wear or carry.

many purely pvp games have this, even if they dont have permadeath, 7 days to build up your base, but your protection ends if you attack someone by yourself.
McTc
 
Posts: 191
Joined: Sun Dec 30, 2012 9:50 pm

Re: Less perma death to newbies...

Postby MagicManICT » Fri Feb 08, 2013 7:56 am

[quote="McTc"
Anyway if this is how you want to see the game. if you want to play with the same old old players then go ahead. if you actually want some new blood to the game, you need to protect the newbie long egnough to get to know the game.[/quote]

So they quit after a month instead of a few days, right? And how do you prevent the "new account" abuses that can come about if you do something like this. I'm not trying to be flip or an ass about this, just up front and direct.

I'm sure the devs are open to suggestions on what to do on the matter, but so far nobody has come up with any comprehensive solution that is easy to develop and manage for a small team.
I am a moderator. I moderate stuff. When I do, I write in this color.
JohnCarver wrote:anybody who argues to remove a mechanic that allows "yet another" way to summon somebody is really a carebear in disguise trying to save his own hide.
MagicManICT
 
Posts: 5088
Joined: Wed Aug 01, 2012 1:46 am

Re: Less perma death to newbies...

Postby TeckXKnight » Fri Feb 08, 2013 8:28 am

So the goal is to make the early game less intense on new players to retain them. The concept isn't novel and it's fine but you're doing it for the wrong reasons. The goal should be to make the early game less difficult on new players so that they have a chance to have fun. Arbitrary safeties and locks in place don't make the game more fun. Being KO'd is every bit as frustrating as dying, just one is more jarring. I think the bigger issue is how disorientating the early game is as it is so many unfamiliar concepts crammed into an interface that takes more than a bit to get used to.

Adding a set limit to dying leads newbie characters to the same ragequit death right after they hit that threshold. If all it took was time to make a new player fall in love with the game then there'd be a safe world for players to idle in until they hit that point.

So then what's a fun way to introduce new players to the concept of permadeath? It is an integral part of the game and almost everyone who plays is going to experience it. They should too, it is an important aspect. I think this is the actual problem you're trying to solve.
User avatar
TeckXKnight
 
Posts: 767
Joined: Wed Aug 01, 2012 1:24 am

Re: Less perma death to newbies...

Postby darnokpl » Fri Feb 08, 2013 9:10 am

Perma death in current state sucks, in HnH there was issue with perma death if large faction had 700 UA fighters killing them would make little difference because they will lose only part of their stats, so full perma death was presented here and it does not solve this issue at all! Right now large factions got murder alts factories and they are PRODUCING fighter with 160-200 per day, and you saying that full perma death to new people that with single char doesn't get 25+ biles is bad? :lol:

Yes I understand that this protection could be used by pros, but with current game mechanic what is the point of using 25 biles char with max 20-30 profs while he still can be disabled for 24h after getting killed and of he could be protected from perma death only limited number of times and for limited time (I do agree that profs based protection is worse than in-game-time) and couldn't have any criminal skill?
Image
User avatar
darnokpl
 
Posts: 2019
Joined: Thu Aug 02, 2012 12:10 am

Re: Less perma death to newbies...

Postby Grichmann » Fri Feb 08, 2013 10:47 am

Well, as TeckXKnight says, maybe something has to be done about the underlying reasons of newbies getting killed? Maybe establishing a safe area where you cannot be attacked at all (unless you want to get killed, too - see EVE's high security systems) to have a tutorial in, or imposing harsher penalties (or rather, giving players an ability to impose harsher penalties) on murderers, or giving weaker characters a chance to escape stronger ones. Maybe it goes even deeper and the ability to make those murder alts so quickly - and the power gap between a new character and an old one - is to blame.
Grichmann
 
Posts: 43
Joined: Mon Dec 10, 2012 4:29 pm

Previous

Return to Ideas & Innovations

Who is online

Users browsing this forum: No registered users and 2 guests