ideas for less permadeath

Forum for suggesting changes to Salem.

Re: ideas for less permadeath

Postby Dallane » Sun Mar 10, 2013 4:26 am

SnoopDogg wrote:
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).


Then the game isn't for them. The devs are not going to bend over backward to ***** up their game for a couple xtra casuals
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Re: ideas for less permadeath

Postby SnoopDogg » Sun Mar 10, 2013 4:50 am

Dallane wrote:
SnoopDogg wrote: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).


Then the game isn't for them. The devs are not going to bend over backward to ***** up their game for a couple xtra casuals


I know you love spamming the same one line opinion everywhere but that was irrelevant to the discussion.
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Re: ideas for less permadeath

Postby Dallane » Sun Mar 10, 2013 4:57 am

SnoopDogg wrote:
Dallane wrote:
SnoopDogg wrote: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).


Then the game isn't for them. The devs are not going to bend over backward to ***** up their game for a couple xtra casuals


I know you love spamming the same one line opinion everywhere but that was irrelevant to the discussion.


It's very relevant to the topic actually.
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Re: ideas for less permadeath

Postby MagicManICT » Sun Mar 10, 2013 10:35 pm

SnoopDogg wrote:
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).

These are the same people that would quit after the same person shows up and griefs them endless because they can't get rid of them, be it through harassing property or endless KO'ing the target. No, I'm not understimating it. You've not paid enough attention to the "I quit" posts. I've been reading them for 3 years now with Seatribe and for years longer with games like EVE and other open PvP games.
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Re: ideas for less permadeath

Postby iotuegli » Mon Mar 11, 2013 2:40 pm

hey wait a minute... i'm wantn't put a limit to combat ability and skills between new and veterans player

i only want to make the gap much fair by adding to the murderer some little (but stackable) debuffs longer to disappear (like crop gain, etc..) and giving him a powerfullest guy in PvP... and that for all the account to prevent a supercharacter and many other micro-chars.


i wantn't put a limit to no1... just make random killing not worth the effort to do it
i'm the one who run :|
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Re: ideas for less permadeath

Postby MagicManICT » Mon Mar 11, 2013 4:27 pm

Here's the deal, and if you haven't figured this out, it's time to learn the lesson:

Some people are going to take a game mechanic and run to the extreme with it. If they can murder random people, they're going to do it no matter how hard they have to work at it. It's a part of the game.
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Re: ideas for less permadeath

Postby iotuegli » Tue Mar 12, 2013 8:22 pm

yess but still stop non-griefers when they want to attack some1
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Re: ideas for less permadeath

Postby trinh » Wed Mar 13, 2013 10:59 pm

Read youtube comments, read facebook comments... process data...

Game which has nothing to offer for casual players never take even a crumb or MMO games market. I understand point of Jorbtar Inc. But it's no longer just a hobby. There was magic word... "commercial" closed beta, "commercial" beta...

Oxford English Dict~ wrote:making or intended to make a profit:
commercial products
having profit rather than artistic or other value as a primary aim:
their work is too commercial


I hope Paradox will send here some specialist who would drive our beloved Gods to fields of gold, for little cost of their sick demand on tears and forum drama.
Creating server... or at least areas with reduced "OPEN PVP" would show what majority of players want.
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Re: ideas for less permadeath

Postby iotuegli » Thu Mar 14, 2013 4:49 pm

i was thinking in the last days... i can only agree what you say ^^

better with open random pvp than boring farmville
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Re: ideas for less permadeath

Postby m4sCaRpWn » Thu Mar 14, 2013 7:08 pm

Dallane wrote:If there was no pvp you would just quit after a couple weeks when you have everything and have nothing else to do.

No truer words were ever spoken. I'm not sure why people can't just understand this.

What would this game be, after 3 weeks of playing? What would you bother doing? Farming more? For what? Build walls to keep rabbits at bay? Raise your humours to kill crickets easier? Everyone would quit.

The game would need to be changed drastically in a non-PvP server. It would take a long time and a lot of thought. Not saying it couldn't be done, but it won't be for a long time if it ever is.
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