Alrighty, lets get started :
TeckXKnight wrote:I would like to dispute the initial claim that crime is without risk. If anything it is very dangerous and a base with a few braziers can trash your stats all too easily with a few crits. Criminal acts are brutal, relatively easy to punish, and can ruin you with so much as a single mistake or act of carelessness.
The suggested solution is also perplexing. You'd have access to all of their scents and as many of them as you want for the purposes of murdering and robbing a character just by talking to an npc in town?
This particular fix is suggested to "limit damage", that is make a raid on your claim something you can recover from without needing to turn to seed/bank alts. You can still raid, the only difference is you cannot wipe out a claim entirely without attracting some notice.
Perhaps I should have been clearer, a player in boston can collect a scent on that player AND track them via talking to an npc. Only summonable scents count towards the crime counter so creating a new kind of scent "wanted" and giving it the tracking power of the sum of all a player's surviving crimes seems to work. You, of course, can still raid people as much as you like (based on your C&D skill), however now if you start wiping people's places out entirely you are likely to be found by an angry mob of nubets/bountyhunters. I should also mention that this counter decreases by a certain amount ever 10 mins (I would say 5 points per 10 mins).
Dallane wrote:
I would like to see your numbers to back this up.
All games are aimed at pulling casual players in, their income is low but there are a hell of a lot of them around. Far more than there are no lifers.
Remember, no lifers focus only on one game, whereas casuals can focus on several. Basic mathematical intuition should tell you that games aimed solely at no lifers are not going to be profitable. Salem being a commercial project... Well you get the gist I am certain.
Dallane wrote:Do you even raid? If the answer is yes then you are lying. There is alot of risk to raiding.
The humor nurf is just a stupid idea. You want to cut players back because they worked harder then you.
Combat damage isn't that good of a idea. Weapon quality should play a roll in the damage tho.
Saved the "best" for last.
I'll not address your point on raiding as the evidence of many eviscerated claims on plymouth gives lie to your statement.
Nope, the nerf was suggested as the most basic kind of fix. If humours of 200 are now almost impossible to reach why should a select few have them when they are no longer viable? Course they should be allowed because you have those kind of humours don't you?
As combat stands it is completely broken, unless you no life PvP is not a serious option. The suggested mechanic would make combat between players a dangerous option for both parties, of course a player in full hq armour with a hq sword and high yb is still going to be able to pwn armies of noobs, however a few sword wielding midgame players will give an uber lategamer pause for thought. This mechanic is to remove "godlike" pkers from the game (well those that rely on insane humours to win their fights rather than skill), and if implemented the humour nerf would not longer be needed.