ideas for less permadeath

Forum for suggesting changes to Salem.

Re: ideas for less permadeath

Postby Dallane » Sat Mar 09, 2013 2:31 pm

SnoopDogg wrote: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?


First off people need to use search because this has been said 100s of times on these forums and pdox. I dunno why this thread hasn't been locked.

For one it would change the entire game. A good majority of the game would have to be removed because everything is tired in someway to pvp and improving your character. At that point the game would be farmville the mmo.

You are also assuming that the low pops are due to permadeath.

HnH had a pop of 1-3k on one server and still would if the game wasn't laggy as ***** to play(plz fix). This has around 300-400 now on 3 servers. There is a good reason why and its not permadeath
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Re: ideas for less permadeath

Postby SnoopDogg » Sat Mar 09, 2013 2:40 pm

Dallane wrote:
SnoopDogg wrote: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?
You are also assuming that the low pops are due to permadeath.

HnH had a pop of 1-3k on one server and still would if the game wasn't laggy as ***** to play(plz fix). This has around 300-400 now on 3 servers. There is a good reason why and its not permadeath


Perma death has to be a big factor in the population because so many people quit after their first death (I'm going to be one of them [Which is a shame because I love the game]). That's undeniable. I suppose your other points make sense though.
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Re: ideas for less permadeath

Postby Dallane » Sat Mar 09, 2013 2:42 pm

SnoopDogg wrote:Perma death has to be a big factor in the population because so many people quit after their first death (I'm going to be one of them [Which is a shame because I love the game]). That's undeniable. I suppose your other points make sense though.


If there was no pvp you would just quit after a couple weeks when you have everything and have nothing else to do.
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Re: ideas for less permadeath

Postby Scilly_guy » Sat Mar 09, 2013 2:45 pm

In Salem and Haven you value your life and your stuff because it can be taken from you, if you can't die then you would be fearless. If theft was still allowable on this "murder free server" then I would imagine that there would be more of it because there wouldn't be any retribution.

Having said that, I have always felt that murdering someone should cause some kind of negative for the murderer, to represent remorse, but as has been said before, there are always ways around that, such as serious players having multiple characters.
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Re: ideas for less permadeath

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

Scilly_guy wrote:Having said that, I have always felt that murdering someone should cause some kind of negative for the murderer, to represent remorse, but as has been said before, there are always ways around that, such as serious players having multiple characters.


Not everyone feels remorse
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Re: ideas for less permadeath

Postby Scilly_guy » Sat Mar 09, 2013 3:25 pm

Yes, I'd agree with that, and not everyone values other people or their lives (IRL), but I would like to see something to encourage people to value the life of some random in the forest. And it has just dawned on me. If churches need regular masses to extend civilisation then perhaps the debuff of murdering someone is that you do not provide any civilisation to the church. Then we could get into confessions and sin and deep stuff... I'm thinking out loud here. (And it would still come back to the fact that the alt that had committed murder wouldn't go to church but the farmer alt still would, but if you need a lot of worshipping to create civilisation then one developed character being unable to worship would be a disadvantage). We will have to wait and see how masses work.
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Re: ideas for less permadeath

Postby iotuegli » Sat Mar 09, 2013 4:01 pm

i'm really sorry for my bad translation :( i just translate from italian without any check.


now, let me explain better my idea:

when you start playing this game you make a character (i said PG in first post, sorry about that) and go wandering and raising your humors, learning skills and how the game works.
at a certain point you choose to stay in a determined area, you aren't so pleased of wandering like an idiot all around that endless land, i'm wrong?
then you start raising and raising your points but (specially if you're in a team) there is a point when you feel like god and are enough confident about yourself to go around raiding what there's (and worth the effort spent)

now, when you start wandering just to attack and not for making friends or just explore, it's really a good thing if you go randomly around killing what's moving or destroying just for pleasure? it's that the best choice to avoid farmville regression?
i hope not!!

and that is what i suggest: make "being criminal" a profession like hunter, baker, builder, soldier and so on......

every1 has the change to choose what kind of man he will be in this game, a lonely hermit? a social town member? why there is also the possibility a randomly man passing near your claim will attack and kill you? is that gratis violence?

i really love the features in this game... it is enough realistic and complex to prevent you from being bored by game


so on... i suggested to make the criminal profession much like a weighted choose becouse you will be debuffed with regulary jobs but buffed in criminal acts, and that for all you characters (after a certain time, like criminal acts but very, very, very much long [1 week after each?] it will disappear returning you the same as before)
those debuffs may be like "soil diggin -50" or "crop plenty -20" and "learn ability -50%" but also buffs will be like "general attack +20", "general defence "+20"... and so on.


that will not stuck 1 player in 1 character, just prevent for attacking randomly just for fun, making peolpe happier cuz a improvement of trading and merchandising... and also "tag" the criminals who are know as "criminals" and treated as these




in my opinion that what happen in real life... not just wandering but making a bad reputation and allow other to know it

hoping you can understand my tried english... say what you think :D
se ya!
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Re: ideas for less permadeath

Postby MagicManICT » Sat Mar 09, 2013 4:51 pm

SnoopDogg wrote:But what would be so game breaking about adding one non-murder server?


This wouldn't be as huge a stretch as completely disabling PvP, but would it really add that many more players? You're already limiting it to a small fraction of the game market as is by including open PvP. Is permadeath really alienating enough of the PvP capable players to make this option worth the effort? I say no.
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Re: ideas for less permadeath

Postby Scilly_guy » Sat Mar 09, 2013 7:28 pm

Of course if there wasn't any PvP murder the animals should be able to kill you instead (well not rabbits and crickets but the rest).
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Re: ideas for less permadeath

Postby SnoopDogg » Sun Mar 10, 2013 4:18 am

MagicManICT wrote:
SnoopDogg wrote:But what would be so game breaking about adding one non-murder server?


This wouldn't be as huge a stretch as completely disabling PvP, but would it really add that many more players? You're already limiting it to a small fraction of the game market as is by including open PvP. Is permadeath really alienating enough of the PvP capable players to make this option worth the effort? I say no.


I think you're underestimating the amount of people that quit after their first death and the amount of players that they could have brought to the game via word of mouth (especially with the benefit of towns and whatnot).
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