Game Development: Theatrum Chemicum

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Re: Game Development: Theatrum Chemicum

Postby Darkside » Thu Apr 18, 2013 3:36 pm

colesie wrote:Allow cuttings to grow back regularly


Oh crap! They never grow back ?!

So that means tree purity grind is doomed to failure!

If a tree only produces 2 cuttings and your chances to get a successful potted tree are like 33% with decent proficiencies then the odds are stacked against you! You will quickly get a tree which produces cuttings which fail and then you have to start over from scratch...
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Re: Game Development: Theatrum Chemicum

Postby ysbryd » Thu Apr 18, 2013 3:39 pm

Probably why they upped the proficiencies sorry
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Re: Game Development: Theatrum Chemicum

Postby Viackura » Thu Apr 18, 2013 3:57 pm

You should invent a minigame for alchemy instead for it meaning to wait hours :)
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Re: Game Development: Theatrum Chemicum

Postby RainbowMoostache » Thu Apr 18, 2013 4:10 pm

I am very much abligied of this update. It should keep the complains n' QQ's down for a while. And not to mention I'm very happy about this.
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Re: Game Development: Theatrum Chemicum

Postby T0ne » Thu Apr 18, 2013 4:14 pm

I get it, 100% purity/high purity items were too easy to obtain before and now, as should be are much more difficult to obtain.

What I would suggest is considering a much simpler version of this alchemy system. I think its hard for me to accept this type of number crunching/micro managing game play when compared to the open and vast nature of the game as it currently is. I could spend hours wandering, killing animals, scouting bases or working on my own base. But I am not sure how long I could spend watching decimals change and pressure cookers explode.

To put it differently. A couple of big "Eureka" moments for me in both this game and HnH were the establishment of my first real bases. You start with a little plot of land, with nothing but trees, hills and a vision. Slowly the trees get cleared out and the base starts to grow. The contrast between the before and after are really where the enjoyment lies. You can see the results yourself as can a passer by. There is a visual appeal as well as functional. You can even apply this same feeling to your characters development. The clothes/items you have available to start and what you unlock/craft as you go.

With the purity system I am left crunching numbers, managing data sets, and watching decimals go up and down with the hope of someday watching my purity % go up. To me this is much less appealing then the other aspects/systems in the game.

Alchemy system aside, I like the change made to proficiencies. Not sure what to think about the Gluttony change yet. But am really disappointed to know that my base just got that much easier to raid. It would really be great to see some new defensive options or at least an answer to those who have multiple characters which are at bile levels the rest of us will never reach.
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Re: Game Development: Theatrum Chemicum

Postby ysbryd » Thu Apr 18, 2013 4:19 pm

Walls have been nerfed, but not braziers, I think it still comes down to having enough brazier cover.
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Re: Game Development: Theatrum Chemicum

Postby darnokpl » Thu Apr 18, 2013 4:19 pm

jorb wrote:Proficiency Change: Whenever you level up a proficiency, all proficiency meters that are currently full and processed (green) are now increased by one point, except for the proficiency you actually clicked to increase, which is instead increased by two points.


Add similar mechanic for gluttony :)
If food is filling more than single bile bar it should level up 2 or 3 humors at once. Of course this would require rebalancing in food stats, but higher tier food could be more rewarding thx to this mechanic while gluttony :)
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Re: Game Development: Theatrum Chemicum

Postby Droj » Thu Apr 18, 2013 4:23 pm

Darkside wrote:
colesie wrote:Allow cuttings to grow back regularly


Oh crap! They never grow back ?!

So that means tree purity grind is doomed to failure!

If a tree only produces 2 cuttings and your chances to get a successful potted tree are like 33% with decent proficiencies then the odds are stacked against you! You will quickly get a tree which produces cuttings which fail and then you have to start over from scratch...


I think they go grow back. I can't prove it yet but I swear some of the tree's I stripped a few weeks ago now have more cuttings available.
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Re: Game Development: Theatrum Chemicum

Postby ysbryd » Thu Apr 18, 2013 4:35 pm

Jorb said
Proficiency Change: Whenever you level up a proficiency, all proficiency meters that are currently full and processed (green) are now increased by one point, except for the proficiency you actually clicked to increase, which is instead increased by two points.

Perennial Philosophy is still leveled at a pace of one point at a time, and never increases as a side effect of levling another proficiency.

WARNING
IT WILL NOT RAISE ANY OTHER PROFICIENCY EITHER, IF YOU HAVE FULL BARS AND CLICK THIS YOU LOSE EVERYTHING BUT PERENNIAL!

(Just saying in case anyone else does what I jus dun :oops: )
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Re: Game Development: Theatrum Chemicum

Postby Wournos » Thu Apr 18, 2013 4:39 pm

ysbryd wrote:Jorb said
Proficiency Change: Whenever you level up a proficiency, all proficiency meters that are currently full and processed (green) are now increased by one point, except for the proficiency you actually clicked to increase, which is instead increased by two points.

Perennial Philosophy is still leveled at a pace of one point at a time, and never increases as a side effect of levling another proficiency.

WARNING
IT WILL NOT RAISE ANY OTHER PROFICIENCY EITHER, IF YOU HAVE FULL BARS AND CLICK THIS YOU LOSE EVERYTHING BUT PERENNIAL!

(Just saying in case anyone else does what I jus dun :oops: )

Perennial Philosophy is still leveled at a pace of one point at a time, and never increases as a side effect of levling another proficiency.

Still good to know
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