Home Is Where The Heart Is - New Skill

Forum for suggesting changes to Salem.

Re: Home Is Where The Heart Is - New Skill

Postby Mereni » Thu Apr 04, 2013 8:14 pm

Come on people. If you don't like the idea, ignore it, or take the time to think out why the idea is bad and explain it to the OP. All that's happened here so to make the OP defensive and fill a thread with crap. I don't think this is a very good idea either, but I'm going to say WHY.

You want to protect newbies from the ‘demi-gods’, but there are no demi-gods in this game. There is a great deal of forum hype and rumors spread by posters who would rather complain than try to play on the same level, but the fact is, it’s not as easy to raid as many people like to pretend it is. Look at this recently posted video:

viewtopic.php?f=6&t=5661#p65708

The brazier coverage is brutal but look at how many people are there. Mute the goofy music and look at how the raiders move. Do you see the coordination and lack of mistakes? This obviously took a great deal of hard work and practice to be able to pull off. And this is a whole group against one hermit. Claim defense is overpowered enough.

The intent behind your suggestion is to make it safer for new players? It won’t end up working that way. Right now, new players don’t have a chance at real resistance, it’s true. But, they also don’t have much worth taking, for the most part. A raider might break into their claim if they have a bunch of chests and such sitting around and rifle through looking for iron and other valuables, but newbies really are fairly safe, especially if they either make nice to the more powerful factions or just use what they get instead of hoarding it. Newbies are probably in the most danger when meeting someone in the wild, which is something your idea doesn’t address.

Having a ‘claim defense’ skill won’t really help small hermits. It’ll give a claim owner a false sense of security knowing he can get a huge buff to blood and yb, but an experienced player can best an inexperienced one no matter what the humors are. Your idea is more likely to get new players’ mains killed, when what they should be doing is learning to just port to boston or log off when it becomes clear they’re being raided in order to SAVE their mains for rebuilding.

Experienced players, on the other hand, ones who already know combat and how to create alts, will take full advantage of this. Imagine an experienced player with a combat alt, a main farming alt, and a ‘claim owner’ alt. The claim owning alt has learned your skill, been outfitted with the best gear the player can afford, and buffed up in humors already. The player also has combat experience. Raiders come along, the claim owner alt recieves a further boost to abilities and becomes a terror to the raiders who not only have to work hard to get into the very well defended claim of this advanced player, but also have this extra problem of a super-defender. You end up with a situation where a huge group of advanced raiders cannot overpower a single player in an opposing faction. The tribe, for one, would become effectively unstoppable because you know they’d make their best fighter the claim owner of any important pclaims they have. I’m sure the same is true of the factions on roanoke and jamestown.

TL;DR: This idea would make it even easier for experienced factions like the tribe to defend themselves and stay on the top of the heap. It would be bad for new players as it would encourage them to risk their only character by giving them a false sense of security thinking they can survive combat when they can’t because they don’t know what they’re doing.
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Re: Home Is Where The Heart Is - New Skill

Postby T0ne » Thu Apr 04, 2013 9:08 pm

Toorimakun wrote:ok i didn't read every thing... since pretty much it just seems every one is bashing the idea.

but any way.... sadly this game is based on people trolling each other and stealing/destroying every ones hard work... so this isn't going to make it in to the game any way.

but...FEEDBACK:
1: should only apply to hermits
2: should also allow for others to defend since a low lvl char would know nothing of the combat system... and would probably just get stun locked.
3: there is no reward for raiding a low lvl and most likely not much of a reward for raiding a hermit... some hermits do get pretty far... but not many... people raid them just to destroy some ones hard work to troll them.


a better solution would be to make a non-PVP server or allow high level towns to upgrade to non-PVP areas or build some building like a Sheriffs station/Jail that makes (X) area around it non-PVP.


Thanks for the feedback, here are some things I am thinking.

1. By having the bonus apply only when being attacked on your own personal claim, this is purely defensive, by removing the options to steal, trespass, kill you ensure the player (alts aside) is essentially a hermit. I am not sure what other ways could be used to enforce this aspect of it.
2. I think of this as someone who is in the middle ground, they may be somewhat familiar with the combat system, not to the extent of the veterans, but enough to know the basics. This combined with already established base defenses could make for a rather fun encounter when defending. The idea of the bonus applying to more then one character while interesting, would make it even more easy to abuse.
3. I would normally agree, but as this forum can attest to, people do raid simply for fun and in a sense to troll others (ie waiting for them to post in forums so they can troll them further). The way i pictured this was that hermit who did get "pretty far" and was at the point where defending their work/time invested was a worthwhile risk, even if they may die. Raiding of hermits/new players should not be impossible, but there should be a level of risk to it, or some sort of system in place to dissuade (though not prevent) someone who has been playing for months/year(s) to raiding someone who has been playing for days/weeks.

There are many many different ways this could be tackled, for me personally I like that the world is open/pvp enabled and dynamic. In part it is the interactions between the people who want to pvp and not pvp, not only in combat, but in politics, trading and so on make this game interesting. I think the biggest issue is either putting some sort of cap on power, which forces different, new tactics, some combat related some not, or giving defenders a way to bridge the gap of power.
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Re: Home Is Where The Heart Is - New Skill

Postby TeckXKnight » Thu Apr 04, 2013 9:36 pm

Pruned thread for more or less entirely off-topic posts.
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Re: Home Is Where The Heart Is - New Skill

Postby Dallane » Thu Apr 04, 2013 11:47 pm

Toorimakun wrote:a better solution would be to make a non-PVP server or allow high level towns to upgrade to non-PVP areas or build some building like a Sheriffs station/Jail that makes (X) area around it non-PVP.


LOL

Nope sorry will NEVER happen.
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