Game Development: Nickels & Dimes

Announcements of major changes to Salem.

Re: Game Development: Nickels & Dimes

Postby Scilly_guy » Thu Apr 25, 2013 6:47 pm

Donseluke wrote:If silver nodes were to be made, It would destroy the whole point of the item mall.


Only if its easy to find, mine, and mint. If its a lot of effort for small returns then... well I guess it wouldn't add much. I can't imagine they would add silver mines all over the map, I expect they would only be deep into the darkness and even then hard to get at the silver.
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Re: Game Development: Nickels & Dimes

Postby kruskdamangled » Thu Apr 25, 2013 7:00 pm

To reply to the comment about "it was too easy to get in" why are you complaining, you got stuff? And also, I tend to think you should be able to break in completely undefended walls fairly easily, trivially, even. The wall shouldn't be absolute security, it should just slow down attackers. The real defense should be braziers or people coming around and actively opposing your messing with their wall.

And the other guy, well your silver allows you to dominate arbitrarily large swaths of territory, and have insurance for the future IN THE BANK. You can't do anything useful with increments larger than one can be handled in a bankers purse, so you can send an alt in complete safety to town, get silvers, and then do whatever. The silver also buys you convenience and passably good NPC vendor goods and clothes that while not as good as what you could make yourself, are convenient. If you are loaded, and your character eats it, instead of being hosed, you can get at your stored money (Never mind how convoluted the scheme for accessing it is, it's free and holds a lot of money) and have something of a legup doing it between your cached goods and automatically having access to NPC vendor only items like swag clothes with 4 slots and low difficulty, bacon, and sugar.

You also have the player vendors. They provide you with convenience, and do not really threaten you if you give them silver. By encouraging them, you buy greater access to not having to bother with getting your own stupid "insert whatever the vendor is selling" by wandering around for hours. You already did your time veritably stamping silver with your massive money making endeavor. Now reap the profit.
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Re: Game Development: Nickels & Dimes

Postby wiatrak » Thu Apr 25, 2013 7:23 pm

It's so sad, looking at kin list with all the candles turned off :(
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Re: Game Development: Nickels & Dimes

Postby Potjeh » Thu Apr 25, 2013 8:11 pm

You can already mint silver, just sell stuff at the NPC stalls.
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Re: Game Development: Nickels & Dimes

Postby Scilly_guy » Thu Apr 25, 2013 9:17 pm

kruskdamangled wrote:And the other guy, well your silver allows you to dominate arbitrarily large swaths of territory, and have insurance for the future IN THE BANK. You can't do anything useful with increments larger than one can be handled in a bankers purse, so you can send an alt in complete safety to town, get silvers, and then do whatever.


What I am saying is that lets say in order to find silver you have to make a pan that costs IDK 5 bars of iron (Yes its a massive pan!), so thats worth about 400s, you then have to journey into the darkness, so you must be an established player, you've probably already got quite a bit of silver through trading and selling cotton, bears, argopelters etc to the NPCs. Now that you've found your silver node you have to build a mint, this costs... 7 iron bars (and some other stuff), (another 560s). Once up and running it is simple to load the mint and make 1 tiny piece of silver. In order to make enough to pay off your investment (960s, not really that much, but I just plucked figures out of the air) you have to work hard at it for week, but then its profit!

What I am trying to say is that the devs can balance the effect that adding silver has on the economy by making set up costs high (add more tools that I didn't mention), and skill requirements high too so some noob can't just stumble on a silver mine. And make returns come after hard grind. Then cotton farming might be a better option. The important thing is that it gets balanced by the devs.
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Re: Game Development: Nickels & Dimes

Postby Mereni » Fri Apr 26, 2013 1:27 am

Is anyone else getting all their bars come back at 0% no matter what the ore/lime put in the smelter?
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Re: Game Development: Nickels & Dimes

Postby Yourgrandmother » Fri Apr 26, 2013 1:36 am

Mereni wrote:Is anyone else getting all their bars come back at 0% no matter what the ore/lime put in the smelter?


Really?

Glad I made last of the lockets the night before.
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Re: Game Development: Nickels & Dimes

Postby Mereni » Fri Apr 26, 2013 1:49 am

Yourgrandmother wrote:
Mereni wrote:Is anyone else getting all their bars come back at 0% no matter what the ore/lime put in the smelter?


Really?

Glad I made last of the lockets the night before.



I want to know if this is a bug or yet another thing they changed without telling us.
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Re: Game Development: Nickels & Dimes

Postby colesie » Fri Apr 26, 2013 4:14 am

Mereni wrote:
Yourgrandmother wrote:
Mereni wrote:Is anyone else getting all their bars come back at 0% no matter what the ore/lime put in the smelter?


Really?

Glad I made last of the lockets the night before.



I want to know if this is a bug or yet another thing they changed without telling us.

Smelter purity dun dun DAAAA
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Re: Game Development: Nickels & Dimes

Postby Alexivo » Fri Apr 26, 2013 4:53 am

That happened to me, but after a few loads it seemed to wash out of the system. I think it now keeps track of the elements of any partial iron bars. There was likely a default 25 purity built in that had to be flushed out.

After running multiple loads of pure ore (I am making rods) my bar purity crept back to anticipated levels.
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