This game is nearly impossible for new players

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Re: This game is nearly impossible for new players

Postby jwhitehorn » Mon Feb 18, 2013 1:24 am

vintreet wrote:Yes, sure. If people want to play on Plymouth, and they're new, they should contact the tribe to start making payments and so they can learn the rules and play


And that.... is called progress. I'm glad we can finally agree.

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Re: This game is nearly impossible for new players

Postby vintreet » Mon Feb 18, 2013 1:52 am

jwhitehorn wrote:
vintreet wrote:Yes, sure. If people want to play on Plymouth, and they're new, they should contact the tribe to start making payments and so they can learn the rules and play


And that.... is called progress. I'm glad we can finally agree.

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Yup, we agree that the tribe is OP, that you are a dictator, and that the game's success is in the community's hands, and you're squandering that power by griefing newbs who you don't even talk to before killing.

*Shrugs* But, ya, we agree.
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Re: This game is nearly impossible for new players

Postby jwhitehorn » Mon Feb 18, 2013 1:55 am

vintreet wrote:Yup, we agree that the tribe is OP, that you are a dictator, and that the game's success is in the community's hands, and you're squandering that power by griefing newbs who you don't even talk to before killing.

*Shrugs* But, ya, we agree.


You said we PM talked before. So how did we not talk before I killed you? How many warnings do you need?

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Re: This game is nearly impossible for new players

Postby vintreet » Mon Feb 18, 2013 2:14 am

jwhitehorn wrote:
vintreet wrote:Yup, we agree that the tribe is OP, that you are a dictator, and that the game's success is in the community's hands, and you're squandering that power by griefing newbs who you don't even talk to before killing.

*Shrugs* But, ya, we agree.


You said we PM talked before. So how did we not talk before I killed you? How many warnings do you need?

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Some idle threat in a PM... But before that, one of my comrades was killed outright, no warning, just dead. Anyway, it doesn't matter. It's clear what the story is about Plymouth, you own it, except for a few players who are established enough to defend themselves and masochistic enough to keep playing on Plymouth. *shrugs*

Both of our points have been made very clear in this thread. The Tribe owns Plymouth, new players have to follow your rules or never have a chance at surviving because there's no balance in the game that allows newbs to get started on their own. Pretty simple.
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Re: This game is nearly impossible for new players

Postby Mereni » Mon Feb 18, 2013 3:15 am

The fact is, this is a game with raiding. People will raid.

The tribe has fairly solid control of Plymoth and raids people who don't pay the treaty. But since the tribe has gotten so powerful, they mostly keep anyone else from raiding anyone who does pay. The tribe has killed off most of the other raiders on the server, or chased them into hiding.

If the tribe didn't exist, many other people would be raiding much more and those people would probably have found you even sooner and would have given you no warnings at all, and no offer to pay for protection instead.

I myself am a new player, I started 2 months ago. When I had been playing one month, I had a modest claim that I think cost me about 2k to extend and 1k silver from trading with the tribe, iron for silver. I learned the mechanics by reading the wiki and the forums. I made a few mistakes with my base building, sure, but this game is far from impossible for new players, especially if you make friends with the more powerful factions instead of trying to oppose them.
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Re: This game is nearly impossible for new players

Postby colesie » Mon Feb 18, 2013 3:20 am

Mereni wrote:The fact is, this is a game with raiding. People will raid.

The tribe has fairly solid control of Plymoth and raids people who don't pay the treaty. But since the tribe has gotten so powerful, they mostly keep anyone else from raiding anyone who does pay. The tribe has killed off most of the other raiders on the server, or chased them into hiding.

If the tribe didn't exist, many other people would be raiding much more and those people would probably have found you even sooner and would have given you no warnings at all, and no offer to pay for protection instead.

I myself am a new player, I started 2 months ago. When I had been playing one month, I had a modest claim that I think cost me about 2k to extend and 1k silver from trading with the tribe, iron for silver. I learned the mechanics by reading the wiki and the forums. I made a few mistakes with my base building, sure, but this game is far from impossible for new players, especially if you make friends with the more powerful factions instead of trying to oppose them.

At 300 biles vs moderate brazier fire you can only get a wall to around 70% before you need to duck out. If the tribe were not around I doubt that the other casual players would be actively raiding. Don't kid yourself, not everyone enjoys field spams and gluttony bombs and I don't think that anyone is really jumping at the chance to perma lose their humours to brazier fire for some ****** iron bars or something. I think that if the tribe were to quit completely the world in general would still have the same feel to it, minus the looming treaty payment every 30 days.
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Re: This game is nearly impossible for new players

Postby Mereni » Mon Feb 18, 2013 3:27 am

colesie wrote:At 300 biles vs moderate brazier fire you can only get a wall to around 70% before you need to duck out. If the tribe were not around I doubt that the other casual players would be actively raiding. Don't kid yourself, not everyone enjoys field spams and gluttony bombs and I don't think that anyone is really jumping at the chance to perma lose their humours to brazier fire for some ****** iron bars or something. I think that if the tribe were to quit completely the world in general would still have the same feel to it, minus the looming treaty payment every 30 days.


So, what you're saying is, defenses are so overpowered that only a very powerful group like the tribe can even hope to raid. Otherwise, this would all be farmville? Meh.
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Re: This game is nearly impossible for new players

Postby colesie » Mon Feb 18, 2013 3:29 am

Mereni wrote:
colesie wrote:At 300 biles vs moderate brazier fire you can only get a wall to around 70% before you need to duck out. If the tribe were not around I doubt that the other casual players would be actively raiding. Don't kid yourself, not everyone enjoys field spams and gluttony bombs and I don't think that anyone is really jumping at the chance to perma lose their humours to brazier fire for some ****** iron bars or something. I think that if the tribe were to quit completely the world in general would still have the same feel to it, minus the looming treaty payment every 30 days.


So, what you're saying is, defenses are so overpowered that only a very powerful group like the tribe can even hope to raid. Otherwise, this would all be farmville? Meh.

I'm saying that unless you either have: 1)Numbers where you can just throw bodies at the base while the others run off debuff 2)Very high humours or 3) Moderate humours, a lot of time on your hands and backup food for getting your lost humours back, you're not going to be raiding on a regular basis. It's just not in the least bit practical.
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Re: This game is nearly impossible for new players

Postby CharlesM » Mon Feb 18, 2013 1:17 pm

I agree that this game is almost impossible for new players, except that in Plymouth we have the Tribe which offers protection to new players such that it is no longer impossible. I learned what I know from the tribe and they helped me get established in the game. Without Chief PMing me and explaining things to me I would have quit by now and made a post like the OP did.
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Re: This game is nearly impossible for new players

Postby Tylan » Mon Feb 18, 2013 3:52 pm

There are too many flawed concepts in this thread to quote courtesy of OP. But one that really stood out was that it is "inherently" unfair that a group/organization that plays hours and hours each day in a sandbox game for the past several months should be overpowered vs. a small group of new players who have played for 4 weeks.

Have you completely lost your mind? Please tell me which MMO you are basing your experience off of in being able to, in a few weeks of casual play time, build yourself up to a level competitive with individuals who have spent a cumulative of upwards toward 7000 hours (estimated) in game.

Whatever your answer may be, though, you should know that the large amount of effort necessary to build up a character places value in what you do in this game. It's what keeps many players playing. You decrease build time, resource amounts, establish humour caps
(pro tip: Jorb has debunked the worry that there are 500+ characters roaming around. Not sure what your humours were, but you should do your homework before assuming that all the crying and hype are actually fact)
, and generally make the game EASIER to play, it becomes less fun for a large percentage of players who enjoy those features just the way they are.

If you never noticed, Salem doesn't appear to want to make the attempt to attract people unwilling to: read the forums, read the wiki, invest time into progress, play in a sandbox. You appear to fit all of these categories, and while I'm glad you enjoyed yourself, I'm very sorry that it came as such a surprise that something like this happened.

Now, at the present time, your reflections and feedback I'm sure are valuable in some way to the devs, but if you quit because the rules enforced on you by the governing force of one server out of three in a SANDBOX GAME demanded a tax to protect you (or demanded payment to keep them from killing you), why are you blaming the game? You admit to being a noob but still call this an inherent flaw. A sandbox game being a sandbox game is not an "inherent flaw." It's self-defining. It's a great, large, open world in which you can make pretty cool things and, in the same hand, die like a hunted animal in the middle of nowhere and have your bones stumbled upon by some other noob 1 month from now. The only way to have the concept of perma-death plastered any harder would be to change the name to PERMA-DEATH: The Crafting MMO.

I'm sorry that I can't feel more sorry for you. You received warning, whether you feel the threat was veiled or otherwise appears to be a flaw inherent in your decision making process. There is an entire thread about individuals who similarly chose not to succumb to the Chief's tax (or what you consider extortion). But political ignorance aside, this is what you get with a sandbox game featuring perma-death. Maybe in a few months things will change and higher humour characters will somehow be provided with incentives for not raiding/murdering low humour characters. I can't say I'm against that. But to rail against a system that isn't broken by claiming it is just because you don't feel you should have to invest the same time as hardcore players is beyond ridiculous.

You are not entitled to the same benefits of someone who has logged more time than you. You are not entitled to the same benefits of coordination and material generation of a large group of informed individuals who work together as community. Tyler Durden said it best, I guess.

"You are not special. You are not a beautiful or unique snowflake. You're the same decaying organic matter as everything else."
Last edited by Tylan on Tue Feb 19, 2013 3:21 pm, edited 1 time in total.
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