ideas for less permadeath

Forum for suggesting changes to Salem.

Re: ideas for less permadeath

Postby Dallane » Thu Mar 07, 2013 5:56 am

segundoblz wrote:
callanrocks wrote:OP that's assuming that murdering people is bad an should be discouraged, most people won't murder someone unless they have wronged them or are feeling like a jerk

I just got murdered for no reason. I was walking back to boston and he attacked and murdered me. I lost many days.


ok?

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TotalyMeow wrote: Claeyt's perspective of Salem and what it's about is very different from the devs and in many cases is completely the opposite of what we believe.
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Re: ideas for less permadeath

Postby Dobrutro » Thu Mar 07, 2013 6:13 am

Nope Dallane, most of people just Rage quit this game after first dead. And it was last adventure they spend with this game. People dont like to feel waste of time. This game should not be called MMO only deadmatch round game. I very like everything in this game only not PvP system. Im propably not alone with this. And I play to first death, I die I quit the game. One use run. ;)
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Re: ideas for less permadeath

Postby darnokpl » Thu Mar 07, 2013 2:37 pm

Dobrutro wrote:Nope Dallane, most of people just Rage quit this game after first dead. And it was last adventure they spend with this game. People dont like to feel waste of time. This game should not be called MMO only deadmatch round game. I very like everything in this game only not PvP system. Im propably not alone with this. And I play to first death, I die I quit the game. One use run. ;)


You are 100% right Sir... I suggest to make little more protection for newbies... make "free/safe" few KO's per 24 hours.

Free/safe KO... it would be state when you can not be killed, unless you are on hostile claim with crime debuff then murder-protection shouldn't work (why crime cancels it, simple to avoid immortal low-biles alts larceny and murder and avoid abusing like drop pclaim under KO'd guy in middle of forest).
So if someone KO'd you in forest he can't kill you and you should have warning that your first "free KO" is gone... after you cross your limit you need to wait 24-48h for this protection to "regen/cooldown".

Characters below 50 biles should have 2-3 free KOs with cooldown 24h each, newbies can get many KOs from animals and other players near capital cities.
Chars 50-100 should get 2 free KO - coolddown 48h each.
Chars 100+ only 1 for 72h cooldown.
Chars above 200 doesn't need protection like this :)

It would give newbies and medium or casual players enough protection to enjoy Salem for weeks or months.
Hardcore vets wouldn't abuse that much thx to huge barazier fire power and high HP of structures.
And wars between large factions would make real loss and would bring perma-death where it is expected, needed and well understood.
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Re: ideas for less permadeath

Postby Agouri » Sat Mar 09, 2013 2:26 am

This is true. I cannot imagine myself or any of my community playing after their first death. We'd be losing weeks of gameplay. And I know it's gonna happen sooner or later, and it'll mark the end of my game.

A guy quitting the game because of his "lost time" is, of course, an absent customer.

And based on the maturity of the playerbase, which is a bit high, we're talking of people able to buy cash-items and support the development team, but made to leave due to just that - The game that made them start over.

Death really, REALLY needs work poured into it, if the devs are thinking of profit with this project.
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Re: ideas for less permadeath

Postby Dallane » Sat Mar 09, 2013 2:47 am

Agouri wrote:Death really, REALLY needs work poured into it, if the devs are thinking of profit with this project.


It doesn't at all.

The game is profitable fyi
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Re: ideas for less permadeath

Postby SnoopDogg » Sat Mar 09, 2013 12:54 pm

Dallane wrote:
Agouri wrote:Death really, REALLY needs work poured into it, if the devs are thinking of profit with this project.


It doesn't at all.

The game is profitable fyi


""Why make $10,000 when we can make $500!" - The Devs" - You.
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Re: ideas for less permadeath

Postby Dallane » Sat Mar 09, 2013 1:03 pm

SnoopDogg wrote:
Dallane wrote:
Agouri wrote:Death really, REALLY needs work poured into it, if the devs are thinking of profit with this project.


It doesn't at all.

The game is profitable fyi


""Why make $10,000 when we can make $500!" - The Devs" - You.


Of course they want money but they are not going to bend backwards to people like you to screw up their game and ideas for it.
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Re: ideas for less permadeath

Postby SnoopDogg » Sat Mar 09, 2013 1:09 pm

Dallane wrote:
SnoopDogg wrote:""Why make $10,000 when we can make $500!" - The Devs" - You.


Of course they want money but they are not going to bend backwards to people like you to screw up their game and ideas for it.


People like me? Not sure why you think you know my opinion on the subject seeing as how I haven't shared it yet.
It is true however that the devs would make a lot more profit from good old pay2win microtransactions if they found a reasonable middle ground. They could even use some of those big mountains of money to improve the game further.
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Re: ideas for less permadeath

Postby Hans_Lemurson » Sat Mar 09, 2013 2:10 pm

darnokpl wrote:
Dobrutro wrote:Nope Dallane, most of people just Rage quit this game after first dead. And it was last adventure they spend with this game. People dont like to feel waste of time. This game should not be called MMO only deadmatch round game. I very like everything in this game only not PvP system. Im propably not alone with this. And I play to first death, I die I quit the game. One use run. ;)


You are 100% right Sir... I suggest to make little more protection for newbies... make "free/safe" few KO's per 24 hours.

Free/safe KO... it would be state when you can not be killed, unless you are on hostile claim with crime debuff then murder-protection shouldn't work (why crime cancels it, simple to avoid immortal low-biles alts larceny and murder and avoid abusing like drop pclaim under KO'd guy in middle of forest).
So if someone KO'd you in forest he can't kill you and you should have warning that your first "free KO" is gone... after you cross your limit you need to wait 24-48h for this protection to "regen/cooldown".

Characters below 50 biles should have 2-3 free KOs with cooldown 24h each, newbies can get many KOs from animals and other players near capital cities.
Chars 50-100 should get 2 free KO - coolddown 48h each.
Chars 100+ only 1 for 72h cooldown.
Chars above 200 doesn't need protection like this :)

It would give newbies and medium or casual players enough protection to enjoy Salem for weeks or months.
Hardcore vets wouldn't abuse that much thx to huge barazier fire power and high HP of structures.
And wars between large factions would make real loss and would bring perma-death where it is expected, needed and well understood.


"Get out of Murder Free Cards" on a cooldown seems like a good approach.

A possibly simpler (but less forgiving) system might be to have their availability dependent on the Cain & Abel skill: The ability to murder negates your protection. Those who live by the sword, die by the sword, and whatnot.
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Re: ideas for less permadeath

Postby SnoopDogg » Sat Mar 09, 2013 2:26 pm

Gonna play devils advocate here,

But what would be so game breaking about adding one non-murder server? It would bring in more players, which would generate more revenue to go towards improving the game. It wouldn't mean less scrubs for the veterans to stomp on because the increased player base would leak over to the other servers. You wouldn't even have to play there if you didn't want to. Nothing would change for blood-thirsty perma deathers and casual players would be able to enjoy Salem as well. Is "Stop liking what I don't like!" the only counter argument?
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