Salem V1.1.6 The Crows Are Coming! The Crows Are Coming!

Announcements of major changes to Salem.

Re: Salem V1.1.6 The Crows Are Coming! The Crows Are Coming!

Postby Ciego » Tue Dec 29, 2015 4:13 pm

WAY too much crow. A crow spawning EVERY TIME you log in? Now the FIRST SOUND we hear is CROW?
Too much crow, OUT OF BALANCE.

There needs to be a PER FIELD "poor man's" scare crow. Like broomstick, hay, and a nail (or some new windchime item made at an anvil). Put it in the corner of the field, and THAT ONE FIELD becomes crow-proof. After 30 days, the "makeshift scarecrow" de-spawns, and must be replaced.

The crow system, as it is now, needs to be re-thought. A neighbor walks by, and now ALL my fields take on 600% upkeep? Might as well destroy the field. And a couple month's purity gone. PAY to KEEP PLAYING (and have fields)? Not impressive.
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Re: Salem V1.1.6 The Crows Are Coming! The Crows Are Coming!

Postby MarpTarpton » Tue Dec 29, 2015 4:19 pm

Kralith wrote:
MarpTarpton wrote:We may make scarecrows liftable, if only for a short period of time once all the pests are launched, to give you the opportunity to relocate them to better fit the mechanic. However, in the long run, I'd prefer not to see them constantly moved. And mine supports shouldn't be able to be moved, store item or otherwise.


That would be very nice, because i think there are a LoS for them, even you have not confirmed it.
And if its so, then i have placed our totally wrong.

I can live with buying 2 more packs to rerange the placing and covering all in LoS, but replacing all just set four Scarecrows is for me a waste of money.
Don't understand me wrong, i like to spent money for your great game, but i like to have a benefit and don't like just destroy them after 1 day in reason for weird mechanics.
Range is like torchpost you said... but it seems not to work like torchpost which shoot over walls per example.

I had a crow at my base just 6 tiles away from scarecrow, but with a drying frame between... and the crow was not scared.
I think the same will happen with compost (easily removable too) and sheds or house or walls (not easy movable).

*sigh*


This is the kind of feedback we need. Thanks, we'll look into this.
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Re: Salem V1.1.6 The Crows Are Coming! The Crows Are Coming!

Postby Heffernan » Tue Dec 29, 2015 4:25 pm

just placed 3 crows, after placing them theres no radius indicator like from torchposts or braziers when hitting alt+r can this get fixed?
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Re: Salem V1.1.6 The Crows Are Coming! The Crows Are Coming!

Postby Necrobane » Tue Dec 29, 2015 4:28 pm

Heffernan wrote:just placed 3 crows, after placing them theres no radius indicator like from torchposts or braziers when hitting alt+r can this get fixed?


you should write that to ender's client thread
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Re: Salem V1.1.6 The Crows Are Coming! The Crows Are Coming!

Postby Lallaith » Tue Dec 29, 2015 4:32 pm

Farmers hate them! See how this bird caused the server more grief than Darwoth with one simple trick!



Scarecrows look great.

Give lockpicking and other nice stuff for raiders now please.
Last edited by Lallaith on Tue Dec 29, 2015 4:35 pm, edited 1 time in total.
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Re: Salem V1.1.6 The Crows Are Coming! The Crows Are Coming!

Postby Heffernan » Tue Dec 29, 2015 4:33 pm

Lallaith wrote:Scarecrows look great.

Give lockpicking and other nice stuff for raiders now please.


first furniture and clothes then raiders, we already had the last 2 patches about pvp :P
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Re: Salem V1.1.6 The Crows Are Coming! The Crows Are Coming!

Postby Kralith » Tue Dec 29, 2015 4:46 pm

MarpTarpton wrote:
Kralith wrote:
MarpTarpton wrote:We may make scarecrows liftable, if only for a short period of time once all the pests are launched, to give you the opportunity to relocate them to better fit the mechanic. However, in the long run, I'd prefer not to see them constantly moved. And mine supports shouldn't be able to be moved, store item or otherwise.


That would be very nice, because i think there are a LoS for them, even you have not confirmed it.
And if its so, then i have placed our totally wrong.

I can live with buying 2 more packs to rerange the placing and covering all in LoS, but replacing all just set four Scarecrows is for me a waste of money.
Don't understand me wrong, i like to spent money for your great game, but i like to have a benefit and don't like just destroy them after 1 day in reason for weird mechanics.
Range is like torchpost you said... but it seems not to work like torchpost which shoot over walls per example.

I had a crow at my base just 6 tiles away from scarecrow, but with a drying frame between... and the crow was not scared.
I think the same will happen with compost (easily removable too) and sheds or house or walls (not easy movable).

*sigh*


This is the kind of feedback we need. Thanks, we'll look into this.


Little extra info: one of our fields has now a damage/upkeep of 600%, even if its in rage of the scarecrow. :(
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Re: Salem V1.1.6 The Crows Are Coming! The Crows Are Coming!

Postby Taipion » Tue Dec 29, 2015 5:16 pm

Safest things is obviously to keep the tile not-loaded! :D

...also, why are so many k³ guys n gals askin for lockpicking? It won't work, so don't get your hopes too high with it.
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Re: Salem V1.1.6 The Crows Are Coming! The Crows Are Coming!

Postby MaxPlanck » Tue Dec 29, 2015 5:51 pm

The pack is called Havest pack when you receive it.

Also, I know that the harvest pack was apparently rushed when Heff kept asking for it, Do you guys plan to update the model for the scarecrow? It seems very...bland on the textures and doesn't really match the rest of the art style of Salem.
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Re: Salem V1.1.6 The Crows Are Coming! The Crows Are Coming!

Postby MarpTarpton » Tue Dec 29, 2015 5:57 pm

MaxPlanck wrote:The pack is called Havest pack when you receive it.

Also, I know that the harvest pack was apparently rushed when Heff kept asking for it, Do you guys plan to update the model for the scarecrow? It seems very...bland on the textures and doesn't really match the rest of the art style of Salem.


:evil:
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