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Reader Comments (12)

Posted: Feb 10th 2012 10:20AM Greymantle said

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Open PVP, Perma Death, In Game Store, No thanks....

Posted: Feb 10th 2012 11:32AM DerpMchurson said

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@Professer Really? If a griefer just kept remaking toons and killing people, he'd still have nothing to lose if he died.

Griefing will still happen.
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Posted: Feb 10th 2012 1:43PM Greymantle said

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@Professer

Please.. If I'm a crafter with no combat skills what is to stop a player from killing me with a new character? over and over and over. He will not care if he has to start over and pick up a few combat skills so he can grief some more. It didn't work in UO it will not work here.
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Posted: Feb 10th 2012 10:24AM (Unverified) said

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So what happens when you have vet players that create new characters with the sole purpose of ganking new players?

The vets won't care because they have their high level characters that are safe and the newbies will never be able to make any progress in the game constantly having to restart their characters due to permadeath.

Posted: Feb 10th 2012 11:03AM Phone Guy said

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@(Unverified)

I imagine that this will not be a problem. I bet they set it up as one character per account. So the only folks who could do this would have to have 2 accounts which means 2 subs.
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Posted: Feb 10th 2012 11:22AM (Unverified) said

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@Phone Guy

I wasn't sure if this was f2p or p2p. Since there was a cashshop, i was assuming f2p.

P2p would help with this issue though.
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Posted: Feb 10th 2012 10:39AM Jorev said

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Too bad Salem has developer sponsored RMT.
Just another pay to win MMO.

Posted: Feb 10th 2012 11:15AM Maseno said

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@Jorev

Too bad you don't understand the concept of their "cash shop". Their cash shop sells in game currency. Yes I know this WOULD be a bad thing if there were NPC's that sold anything of value, but alas there are not. They would have to purchase items from characters in the game that had already created the items.
It still stays in line with the more time/less or no money, less time/more money concept that all f2p games float in.
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Posted: Feb 10th 2012 10:59AM nimzy said

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Anyone who thinks microtransactions would ruin Salem have obviously never played Haven and Hearth.

In H&H, your development is tracked in real time. It takes weeks to get to the point where you can build your own village. I can easily see people taking shortcuts in Salem.

Posted: Feb 10th 2012 11:39AM oohwakakaka said

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i hope that the devs enable PVP only when toons/characters reach a certain level. it would be chaos if newbies will be able to kill each other in the starting areas.

Posted: Feb 10th 2012 11:53AM Space Cobra said

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"You'll see a small selection of items that generally make life a bit easier or are needed to start up a new industry. Players can presently buy ... *_bibles._*"

That is a bit weird, but I am saying that not knowing much about the game. So, we can assume they are single use? Multiple uses? (Nails is on the use, but so are "weapons"). We use them to convert indians or sell back to England?

As for the other things people are commenting on (ie: Permadeath and ways to enforce ganking. And yes, I've read the article). I....don't know about this. I've seen systems (in the past) and there have always been ways around such things. One person mentioned having 2 subs, but will this be sub-based or f2p?

There is some assurance that they title this a "crafting MMO" so this game probably is not meant for PvP matches of bloodshed, but even if we assume they account for "player/griefer creativeness" I have to ask, philosophically, why have Permadeath? I appreciate the "RP" aspect and all that comes with it ("giving players control and having them face consequences") and really, games in the past have been unbalanced: Griefers tend to get away with things more than the hard-working/by-the-rules player. So, maybe we will see things balance the other way with a stricter punishment system.

But still, philosophically, why Permadeath if this is about crafting and labelled a "crafting MMO"? Most of the things he talked about, even in the cash shop, seems to focus on crafting (Farmville?). I don't see much focusing on RP except this one mechanic of "death has consequence". Sure, maybe our characters can build a Disney-land theme park complete with Satanic-witches dressed as Mickey Mouse and rides we can ride, but it seems, so far, just a straight forward build-em-up.

I am also seeing a bit of elitism: I know not all of us like tutorials or "leg-ups" in games, preferring to "throw players into the fire" right at the start. That can be cool and maybe they are interested in a particular player, but it seems to be cutting their player base of those that may need a tutorial just to get a sense/feel of the world. Sometimes players who do not know it themselves, could develop a taste for "fire" if they are shown such a tutorial so they don't totally feel like a "fish out of water" and just leave the game. Meaning, you can and should convert players at the start unless you are confident that your gameplay will be extremely engaging and "easy to learn/hard to master" type of thing.

I am getting an open-world minecraft type of world out of this, but with permadeath.

And really, what if a solo player spends months building something only to have a newb player (or person wtih a third account or just plain jealous/emotional person) try to cut out their competition and kill them? Sure, they'll be punished, but then the victim's land/buildings disappear? All that time and work they put in to build an Azeroth theme-park or an 1600's wooden-version of the Starship Enterprise? And even if a group works on it, what's to prevent equal groups of players from "kamikazing" and killing their targets in-game? (And this has happened in other games? Again, do not understimate players...)

Posted: Feb 13th 2012 10:46AM Brahm said

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If you go play Haven and Hearth (which is f2p), then you will see how this perma death system will work. Yes there is still griefing, but not nearly as much as you would think because of the way the game mechanics reinforce this idea.

First people have to earn the ability to attack another player.. and even then it's not until you are a much more experienced that you can actually finish them off. On another note you can build defensive walls that protect you and can only be taken down by siege equipment. The best method though is you just find a remote location, because the world in H&H is huge.

If and once you do die though, there is a stat your character has called change/tradition. When you die, your next character is suppose to be a descendant of that one and they retain a percentage of your aquired skills. If your change/tradition bar is closer to change then you gain less back but level more quickly.. on the other hand if you are closer to tradition, you retain more from your last character and level slower.

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