cairde wrote:The point here is that managing alts in an enviroment with experience decay is more work than generalizing. Or in the best case scenario, just as much work. Therefore no alts. This is because there is a skill tree and maintaining two sets of prerequisites is in efficient compared to maintaining one. Using alts would be heavily discouraged by any mechanism that uses decay over time.
The point is not to force anyone to specialize but to give people incentive to organize by giving them incentive to specialize. You should still be able to forage and do agro stuff on your own. Or maybe forage and build defenses or agro and defenses. Or any such combination of roles you can maintain within the budget constraint defined by the number and distribution of inspirationals you can get your hand on and the persistent discounts to skills you have used for a long time.
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.
cairde wrote:Dallane, what part of the game is it that you are grinding right now? This is a rather grindy game as it is. I do agree that specializing means doing more of less but at the same time I see no reason why not every part of the game could be a game in it self when not everyone have to play every part. There is plenty of suggestions in this forum on how to improve on such things as terraforming, alchemy, fishing, foraging, pvp. With more content there is of course more balancing to be made but moving from very rigid to very fleeting characters makes balancing the game so much easier. Part of my proposition is to add time played to the part of the game where you constantly encounter new things. The part where you get more skills, crafting recipes, new buildings. But it is mainly to create incentives to actually play the game with other people. Social interaction, that's like the opposite of grind.
cairde wrote:Social interaction, that's like the opposite of grind.
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.
The point here is that managing alts in an enviroment with experience decay is more work than generalizing. Or in the best case scenario, just as much work. Therefore no alts. This is because there is a skill tree and maintaining two sets of prerequisites is inefficient compared to maintaining one. Using alts would be heavily discouraged by any mechanism that uses decay over time.
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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