Fundamentals?

Forum for suggesting changes to Salem.

Should Development tackle some Core Systems?

1) Yes, tackle personal gains with 'work' in Salem. I would love to have positive progression even if I don't use the trees I chop down.
48
35%
2) Yes, tackle gluttony. Its too consuming, or could be improved in the ways that you are describing.
47
35%
3) STAHP! WTF is wrong with you. Just give us more inspirationals, buildings, and content. Don't make me learn the basics all over again.
41
30%
 
Total votes : 136

Re: Fundamentals?

Postby Nsuidara » Mon Aug 17, 2015 10:49 am

ahh edit@
i think this system (current) is good

PLS. focus for
- add new insp. items - or made easy recipe
- add new recipie food or balance - because many food is hard for made, and give less points for gluttony (meybe time less but...)
- add new clothes
- add new homes / buildings - because i'm saw many thinks in game what cant build ... (basements in homes / more floors)

- add more sotrage thinks,
example:
- stogae stone
- better get water in barrier (right click in water and full berriel...) 100l
- meye add good witch thinks... :P
- and ADD oposite site witch - PRIEST!

what can do... ? mmm meybe bridges ? and more more cloths ? more artefacts ?

made for digins(set) or mining(set) for got more dark sand ?

meybe change system made wrought - IS HORRIBLE .... steel made automatic.. iron made automatic... but wroigght neeed for BIG Focus!!!
\(*o*)\ Praying in the Marp Church may reduce the time for update /(*o*)/
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Re: Fundamentals?

Postby Feone » Mon Aug 17, 2015 11:54 am

1) I've only played in smaller groups or as hermit but I don't think lack of reward for work is an issue.
2) People not carrying their weight happens, but this is something to be solved through communicating, not forced mechanics in my opinion.
3) Adding more content is nice, as long as it doesn't go to the point where everything feels generic because there are so many similar alternatives.

Note regarding 1 and 3:
It's not the lack of a reward that bugs me about the chores in this game, it's the feeling that advancing is actively punished with more chores ad nauseam. I'd like to see new content that increases the efficiency in terms of player effort as you progress further. More expensive, advanced structures, tools etc that require less active player input to get the same things done as before. There's already a fair amount of stuff that'll make tasks go faster or more productive, but there's very little that reduces player effort on these tasks. For example no matter how much fancy cooking infrastructure you build, the task of turning ingredients into food just gets longer and longer as you progress. Even the basic time spent walking back and forth goes up as you need more storage, tools and structures to make the more advanced stuff in sufficient quantities.
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Re: Fundamentals?

Postby Lallaith » Mon Aug 17, 2015 12:49 pm

I don't think i particularly care for option one, and i still enjoy the gluttony system we have now. I'd rather see it fleshed out with more foods too cook, more variable restores etc than a whole new system.

the thing i would really like to see reworked is raiding. i'm sure i've said lots of times what i think about that already.
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Re: Fundamentals?

Postby Nsuidara » Mon Aug 17, 2015 1:15 pm

Lallaith wrote:the thing i would really like to see reworked is raiding. i'm sure i've said lots of times what i think about that already.

buying mercenaries who will defend the city (animal form): P
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Re: Fundamentals?

Postby Asgaroth22 » Mon Aug 17, 2015 1:41 pm

I'd support the first idea of tweaking the proficiency system. It'd be a nice addition, and I was about to suggest it some time ago, but forgot to. But a huge NO to the change of skill learning system. If it was tied to work, it'd feel too grindy.


I have some questions to ask about your gluttony system change idea.

If we'd have to match the food group that we crave for to raise humours, we'd have to have food from all groups on hand to be most efficient. Wouldn't it favorize older players, as they have access to more food types? Newbies that didn't settle yet wouldn't be able to make foods from i.e bread group, and would have a hard time to stock up on varied foods.

And the idea of having to match the exact food to toggle the next craving? Would it mean that I'd have to have all 300+ foods currently in game on hand, to match the craving? What about newbies that have no chance of doing that? Would the cravings be based on player's known recipes, so the newbies can raise their humours with the food they can afford? What then with villages where one person is a cook, and the others don't have the skills? They wouldn't ever get the craving for food they can't make?

I'll ask more questions if any will come to my mind.
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Re: Fundamentals?

Postby Dammit » Mon Aug 17, 2015 3:20 pm

This craving system seems a little much. Yes something needs done as the current options and setup is complex and not needed. There has to be a middle ground drawn between noobs and old players.

I'm not sure more food is needed. We have butt loads. But the current system is missing a lot of groups and some groups are useles or not finished. This is a major issue with the current system. How many people use the pumpkins group? How many people use the fish group? Or domestic turkeys? How many use corn as a main source?

The system we use now is a hybrid from the legacy days. Same concept, just tweaked and with an annoying timer. But you can not take away the timer now, it's to late, to game changing. This will fall along the lines of the old purity patch that needed humus. It needs to stay for obvious reasons.

Maybe tweaking the values of food up ( letting purity add up to x3 or 4) for higher tier items.

Example... Red cabbage could make foods give x3 or x4 since it's a tier 3 food. Same with wheat. That same cabbage can be fed to bugs to give that group the buff. White cabbage and barley would give x2 .

Game meats can be fixed the same way, bear is x4 deer x3 and so on.

So purity can give x2 as it does but the ingredients can net you even more than they do now.

It's an adaptive tier system from the games already established system. This would allow higher foods for old guys and new people an easy to understand concept they have to learn anyways.

I'm sure most people will hate this, but finishing the groups we have, making it do more with less, and adding the same tier system to food as we have crops and meat would be nice.

Don't make the game make people use all the groups, but instead make all groups usable. Forcing us to use them all is no fun. Let us choose the group we wish to farm or use. But make all groups equal, just the tiers that can make the food should change to hit higher or lower based on the tier of the ingredients.

Rant on!
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Re: Fundamentals?

Postby Procne » Mon Aug 17, 2015 3:36 pm

Dammit wrote: How many people use the pumpkins group? How many people use the fish group? Or domestic turkeys? How many use corn as a main source?

I used pumpkins / corn / turkeys a lot. Fish not so much, only as noob food.
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Re: Fundamentals?

Postby Forungi » Mon Aug 17, 2015 3:37 pm

Dammit wrote:
Rant


I have no experience with the old systems, but what Dammit is suggesting is actually a really good idea. +1
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Re: Fundamentals?

Postby Procne » Mon Aug 17, 2015 3:40 pm

If you guys don't know - tier 3 farming materials already give more gluttony points. Although it's more like +20-30%
Same with meats
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Re: Fundamentals?

Postby Dallane » Mon Aug 17, 2015 3:50 pm

Dammit wrote: How many people use the pumpkins group? How many people use the fish group? Or domestic turkeys? How many use corn as a main source?


Stopped reading after this. You have no idea how to glutton and whats good.
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