Add a giant warning the first time a player trespasses

Forum for suggesting changes to Salem.

Re: Add a giant warning the first time a player trespasses

Postby MagicManICT » Sat Mar 02, 2013 9:00 pm

Ass_Kraken wrote:What's wrong with a dialog box opening up the first time you turn on criminal acts? If it's just a simple line like "Warning, criminal acts may result in death, be wary!" I don't see anything wrong.


Nothing I can see wrong with it, either, if it's done just like the rest of the account-based tutorial pop-ups. It'd be a one-time thing when odds are a person is going to have a second or two to reconsider actions. A brief explanation of leaving evidence and consequences of crimes can be given, such as when you KO on land and being summoned for certain "heinous" offenses.

Of course, this is assuming anyone really bothers to read it and doesn't just close it. If they were wise enough to read about the actions they're taking in game, they're probably wise enough to come to the forum or wiki to see why criminal acts has to be toggled on.
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Re: Add a giant warning the first time a player trespasses

Postby geckzilla » Sun Mar 03, 2013 12:19 am

TeckXKnight wrote:
Ass_Kraken wrote:What's wrong with a dialog box opening up the first time you turn on criminal acts? If it's just a simple line like "Warning, criminal acts may result in death, be wary!" I don't see anything wrong.

No, that'd be fine. I just wouldn't want it to come up every time that I was about to do a crime, as the OP suggested. It needs to be minimal but otherwise visual and audio alerts are a great way to ensure that players realize what they're doing.


I thought it was quite clear from the title that I was suggesting a pop up the first time a player trespasses.

MagicManICT wrote:Nothing I can see wrong with it, either, if it's done just like the rest of the account-based tutorial pop-ups. It'd be a one-time thing when odds are a person is going to have a second or two to reconsider actions. A brief explanation of leaving evidence and consequences of crimes can be given, such as when you KO on land and being summoned for certain "heinous" offenses.

Of course, this is assuming anyone really bothers to read it and doesn't just close it. If they were wise enough to read about the actions they're taking in game, they're probably wise enough to come to the forum or wiki to see why criminal acts has to be toggled on.


Yes. And I definitely do and have read the tutorials as they've appeared so I'd know how to play. For instance, once I stepped into the darkness a popup appeared and I made sure to get informed by it. It's a very detailed game and it's difficult to know when to read ahead on things. Also, I kind of like trying to figure it out on my own because it's kind of spoilerish to read the whole wiki to learn every last thing before actually playing the game. Scents and crimes are still kind of mysterious to me since I've not had a chance beyond this unpleasant one to experience them.

And to the people calling me criminal scum--I wasn't being scum. I actually wanted to ally the players around me and help out if possible. As I mentioned, I was just looking around. My crime is curiosity.
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Re: Add a giant warning the first time a player trespasses

Postby Dallane » Sun Mar 03, 2013 12:24 am

just give it a screen like we have for everything else like hitting the darkness
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Re: Add a giant warning the first time a player trespasses

Postby geckzilla » Sun Mar 03, 2013 12:36 am

lol, I just read a thread on my clan's forum and the guy who ganked me also took my key, tracked down my camp, and stole all the stuff in it. I dunno why but now I think it's kind of hilarious my whole clan got screwed by my ineptitude. :oops: :lol:
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Re: Add a giant warning the first time a player trespasses

Postby Dallane » Sun Mar 03, 2013 12:39 am

geckzilla wrote:lol, I just read a thread on my clan's forum and the guy who ganked me also took my key, tracked down my camp, and stole all the stuff in it. I dunno why but now I think it's kind of hilarious my whole clan got screwed by my ineptitude. :oops: :lol:


always keep a master key on a alt.
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Re: Add a giant warning the first time a player trespasses

Postby Hans_Lemurson » Sun Mar 03, 2013 2:32 am

Dallane wrote:
geckzilla wrote:lol, I just read a thread on my clan's forum and the guy who ganked me also took my key, tracked down my camp, and stole all the stuff in it. I dunno why but now I think it's kind of hilarious my whole clan got screwed by my ineptitude. :oops: :lol:


always keep a master key on a alt.


Hmm...I wonder what the proper attire would be for the "Keeper of the Sacred Keys". Do we have anything toga or robe-lke?

Your whole clan got screwed? Were you sharing one encampment? Also, was the person who killed you not a clan-member and just posting to your forums to brag or something?
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Re: Add a giant warning the first time a player trespasses

Postby geckzilla » Sun Mar 03, 2013 2:45 am

Yeah, it's just like five of us trying to figure out the game all living in one camp area sharing things like a bunch of hippies. And no, the guy didn't brag, but the clan figured that's what happened when our stuff got stolen and none of the walls were broken down. Of course I had a key on me. We thought that since the keys were attuned to us that other people couldn't use them.
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Re: Add a giant warning the first time a player trespasses

Postby staxjax » Sun Mar 03, 2013 3:34 am

They cant use them, but anybody with the locksmithing skill can make a copy of a master key for themselves. Don't carry master keys around, ever.
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Re: Add a giant warning the first time a player trespasses

Postby Glooms » Sun Mar 03, 2013 4:31 pm

I agree with this post. Trespassing is the first criminal act, and seems to be one of the first ways to die of black bile negative effects. A simple warning would help prevent a lot of frustration.
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Re: Add a giant warning the first time a player trespasses

Postby Darwoth » Mon Mar 04, 2013 4:36 am

dageir wrote:Now you know.


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