Small suggestions

Forum for suggesting changes to Salem.

Re: Small suggestions

Postby rustles » Sun Apr 14, 2013 1:11 am

1. The ability to plant lilypad bulbs in swamps or shallow water
2. The ability to gather water from swamps(I settled beside one thinking swamp water counts as water)
3. The ability to fish in swamps
4. The ability to make swamps deeper by digging in them
5. Maybe introduce fish into swamps before you can fish in them? By adding certain types of live fish into them, and then waiting a while for them to populate it. After you deepen the water of course.
6. Craft charcoal filters(using charcoal, dirt, stones, like they did in real life) that can increase the purity of water. Perhaps require swamp water to be filtered before it counts as regular water.
7. Raise purity of water by boiling it
8. Raise purity of granite some how. The only way to get granite that isnt 25/25/25/25 if is you find them individually in the wild.
9. Make it possible to dig for granite

Water purity is definitely a big issue currently. Right now it is impossible to obtain pure water, as purity has not been introduced to wells yet. The purity of water dilutes the hell out of the purity of other things, say if you're making pots. Then again when you plant something in the pots. This makes grinding purity in trees next to impossible(or probably completely impossible)

Also step up development a notch. Players are leaving by the dozens because of the last two updates.
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Re: Small suggestions

Postby Dallane » Sun Apr 14, 2013 1:28 am

rustles wrote:
Also step up development a notch. Players are leaving by the dozens because of the last two updates.


Dev time or amount isn't the problem at all. Once a week is amazing for MMO's in "beta"
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Re: Small suggestions

Postby iamah » Mon Apr 15, 2013 3:19 pm

confirmation dialog for dropping a bucket in the water? most players probably just wanted to get water and clicked the wrong button... like me :oops:
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Re: Small suggestions

Postby Shizen » Mon Apr 15, 2013 8:13 pm

I was going to start my own thread, because replies tend to get overlooked, but I was convinced not to invite the flames. Maybe this post won't be a total waste of time :/....

Here are all (some) of the little things I'd like to see implemented. All of these things should be pretty "easy" to do, most in a week or two at most, but they would make [my] life in Salem so much richer :).

  • A Maker's Mark. One could envision a great number of implementations, but I'd settle for simply being able to apply to an item a mark, which would be a single character (1 byte) rendered in a custom font filled with icons. Use a Carpenter's bench, apply hammer (if you like) brings up a dialog with an entry field and a label display for the resulting mark and a button which says Make your Mark. A given item could only be marked once. If you wanted to be crazy, you could instead make the tool be a "stamp set", which you sell for silver (say 250s) in Boston. This could allow you to introduce different stamp sets (for different prices even) which would just change which font the mark character was rendered in (but this would obviously require at least another byte of storage).
  • A Watering Can. I don't care if it costs a whole iron bar and only holds 5l of water. I know I can use a bucket, but when you live with other people, communication of intent is important.
  • Make buckets (and water cans) not decay when left/dropped on claimed land. Bonus, make them liftable as well.
  • Change dried hides dropped inside buildings to not decay (if the building is claimed) and be displayed twice their current size. Instant throw rugs. If you felt like adding more rugs later, so much the better. Again, bonus to make them liftable (because than we can place them more accurately).
  • So we have stockings, and we have wall hangings, how about letting us build shelves (planed boards and wood plugs), which we can hang on the wall and put things on. Doesn't even need to have a lot of space. it would be nice if the items were displayed sitting on the shelves, but a generic descriptor like with boxes would be more than sufficient :).
  • Again, we have stockings and we have dynamic light sources, it would be nice to have torch brackets which we could put torches in and light them to provide light.
  • Allow taking cuttings of bushes (black berry, myrtle, thorn) and planting, analogous to a tree.
  • Wheelbarrow. I know it's been mentioned and rejected before, but it would still be cool to have wheelbarrows instead of sleds for engineering work. As a bonus wheelbarrows could allow one to walk faster than a sled (maybe), and allow a dump command to dump its contents (bonus points to dump them on the tile it's facing to make filling holes/removing cliffs easier.
  • I've said it before, but I'm mentioning it again. Resource pits. Stones of all types should be totally dumpable into pits for storage. Yes we can use signs, but pits would be much more self-describing. Arguments could be made for other things being storable in pits as well. Bonus points for box-like symbolic display of their relative fullness.
  • Most Boulders (all but lime) could use a few extra images to display how much they've been chipped (3 thresholds would be nice).
  • Sinew on drying rack makes strap sinew, usable as twine basically in most places jute is used currently.
  • Allow rope to be used as twine. Maybe even make a "twine" buildable out of 5 grass.
  • Allow us to create bundles of sticks by applying jute/twine to sticks (and add sticks by applying the sticks to the bundle).
  • Allow us to create liftable/placeable bundles of hay (using same mechanism as above. Bonus points for stackable small bales as well (but that would be a totally new mechanic/technology for salem). Like a clamp, hay could be "collected" from the bundle.
  • Along the lines of liftable/placeable bundles or bales of hay, but for cotton and cerials (in the case of cotton it would allow processed cotton to be stored in large bundles rather than in "sheet" items as a placeable/liftable).
  • Backpack Frame. Sticks + Twines make a frame you can wear on your back like a backpack. You can apply more twine to the frame to then apply the frame to a liftable item to lash it to the frame. Now you can wear that liftable on your back. Might make you a little slower than normal (but still faster than while lifting), but that's not necessary as the lashed item is not accessible until you drop it, and remove the frame (optionally destructively, i.e. the frame is consumeed).
  • Allow us to create stacks of logs, this could be a placeable sign that takes 5 logs as a base (for instance), and creates a container 1x1 container capable of holding up to 20 logs (and only logs) imaged to look like corded wood. Bonus points to have 3-4 different textures for it depending on how many logs are in the pile (like boxes now).
  • Make the paving texture different based on the type of stone used. Even if you just tint the current paving pattern it'd be great.
  • Iron/Copper rods. So we can make Metal Crosses to hang on the walls and reusable spits for Spitroasts and Shrooms on a stick. You could make us need to apply a bucket of water to them to clean them first, if you felt like it.
  • I would still love me some trade shingles. Signs with generic symbols (could use the icons of items in the game, really), that could be hung by the door of any building, and a new buildable that was just a 1x1 sign upon which a shingle could be hung.
  • Ok, this is probably not simple to implement, but I'd like to have a "pull" action, which allows you to drag an item along the ground while walking backwards, basically (animation wise anyway). The significant bit about the "pull" action is it would accept a click on any part of the hit box of an item on the ground, and allow dragging of anything liftable. For things like trees whose access point overlaps with something else. Uses P, really slow, etc.
  • We have cauldrons, where are the stews? Camp Stew! Camp Stew! Our workers demand it... Seriously though, it would be great to have a camp stew type option (other recipes too if you feel up to it), where basically you have a cauldron, on a fire (or stove), and it has a certain number of "doses" of stew, say up to 40 or 25 if we really can't have nice things. The cauldron has space, like a compost bin, where you put meat and plant matter, and fill it with water. While on a heat source it converts 1xany meat, 1xany plant matter, and 1l of water into a dose of stew. A Camp Stew does would heal ~8p and 4 of everything else. Were it me, I'd have the alchemical properties of items put into the stew artificially diluted to save people from themselves, and instead perhaps steal that mechanism for input quality, so bear meat, for instance would be worth more than rabbit, shrooms better than grass, etc. (BTW, this should not preclude "normal" soup recipes from being introduced either 8).
  • Another not quite so small idea, but I would like to be able to have some sort of snake charming skill. Say, some sort of 50Faith&Wis, 60NP skill that, with a whittled whistle if its primary element was higher than that of the snakes when played in the snake's vicinity (say 8 tiles) for ~20s, the snake would become "charmed" allowing it to be picked up alive into inventory for a limited time (~1m) like a frog. When dropped again, it would revert to its usual angry self.
  • Add a shrine building (or temple, small church, whatever), that only staves off darkness drain for those actually inside the building. As an alternate idea that might be interesting, but rather eastern, would be to allow placing a private shrine in a stove slot (for the same effect--no drain inside the building). If you felt really nice (you could let us have one nice thing?), you could let us build a special kind of shelf (with shelves ;), called a mantle, that could only be placed over a stove (similar to a stocking), upon which one could place a silver or metal cross which could serve as a shrine. Put that in your pipe and smoke it.
  • A pipe smoking emote.
  • A canteen. yes, yes, we can use buckets. A canteen. Let us sip from it (yes we can sip from buckets), water acts like snuff but affecting food healing based on water purity. Maybe with alchemical interactions (so lead water helps with lead food, but not with salt or sulphur). Bonus if we can equip the canteen on our belt. Or at least in a hand.

I'd ask for silos, but... who would use them, really, the way Salem is actually played :).
Last edited by Shizen on Sat May 04, 2013 4:24 am, edited 2 times in total.
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Re: Small suggestions

Postby Scilly_guy » Wed Apr 17, 2013 8:36 pm

Bigger smelters: three times the capacity and build cost but [slightly] better fuel efficiency.
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Re: Small suggestions

Postby darnokpl » Fri Apr 19, 2013 9:44 am

Iron sellable to NPC for 100s.
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Re: Small suggestions

Postby iotuegli » Fri Apr 19, 2013 1:36 pm

darnokpl wrote:Iron sellable to NPC for 100s.

or less... but still sellable :?

PS: why not sellable at 20s... but based on purity of ingots? 2.00 pure iron will be sold 40s while a 5.00 iron will be sold at 100s (that's a suggestion)
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Realistic dream items

Postby CockyBastard » Fri Apr 19, 2013 2:53 pm

Faster running shoes.
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Re: Small suggestions

Postby darnokpl » Fri Apr 19, 2013 3:26 pm

iotuegli wrote:
darnokpl wrote:Iron sellable to NPC for 100s.

or less... but still sellable :?

PS: why not sellable at 20s... but based on purity of ingots? 2.00 pure iron will be sold 40s while a 5.00 iron will be sold at 100s (that's a suggestion)


Agreed, 30s for every 1.0 multi :)


Also please add "time to next tick" in cookers and alchemy items, without it using them clearly sucks :|
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Re: Small suggestions

Postby Scilly_guy » Fri Apr 19, 2013 3:43 pm

If we're getting increasing gains for selling iron to NPCs then we should get it selling tiered cotton too (Egyptian, Indian, Sea island).
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