Salem V1.2 Exploring the Bowels

Announcements of major changes to Salem.

Re: Salem V1.2 Exploring the Bowels

Postby JohnCarver » Mon Feb 15, 2016 2:48 am

They were also implemented when glass was a silver sink, to which you can now make it in game. I still stand that I like the idea there might be a more 'finite' resource involved in the purgative however insignificant the nerf turns out to be.
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Re: Salem V1.2 Exploring the Bowels

Postby Bjebr » Mon Feb 15, 2016 10:53 am

I got a question about Darkness indicator (ctrl+D shorcut , b: line for how much dark your place is).

Was it change somehow , in this patch or the previous one ? Because in my (old) memory i thought my darkness base was "darker".

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Re: Salem V1.2 Exploring the Bowels

Postby Kralith » Mon Feb 15, 2016 10:54 am

JohnCarver wrote:The real question is, is it necessary that players have a readily available supply of Myrtle Leaves.


The Myrtle Bushes was used by me for Fishtrap baits and near Mine for Tindersource for Torches and Mining Hats.

But i guess we find now another solution for that.
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Re: Salem V1.2 Exploring the Bowels

Postby strpk0 » Mon Feb 15, 2016 11:20 am

For anyone that missed the whale event: https://www.youtube.com/watch?v=15nr_em1q4U

Is it ok for me to put my stuff here, if it's related?
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Re: Salem V1.2 Exploring the Bowels

Postby jcwilk » Mon Feb 15, 2016 11:55 am

JohnCarver wrote:They were also implemented when glass was a silver sink, to which you can now make it in game. I still stand that I like the idea there might be a more 'finite' resource involved in the purgative however insignificant the nerf turns out to be.


I think for most players glass is still a silver sink, just from players rather than npcs. The amount of time/work it takes to chip, sift, and transport rubble isn't a process that you can do much to optimize without aggressive multiboxing which isn't an option for every player (mostly due to computer resource restraints). Sure you can use stampers if you want the huge up front investment, but for players who are going to be burning through glass on consumable things rather than buildings/canoes/boats they're likely already at the point where they can make silver much faster than the time it takes to make glass even with stampers.

That's not me yet though, so perhaps others would disagree :P
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Re: Salem V1.2 Exploring the Bowels

Postby Dallane » Mon Feb 15, 2016 2:17 pm

jcwilk wrote:
JohnCarver wrote:They were also implemented when glass was a silver sink, to which you can now make it in game. I still stand that I like the idea there might be a more 'finite' resource involved in the purgative however insignificant the nerf turns out to be.


I think for most players glass is still a silver sink, just from players rather than npcs. The amount of time/work it takes to chip, sift, and transport rubble isn't a process that you can do much to optimize without aggressive multiboxing which isn't an option for every player (mostly due to computer resource restraints). Sure you can use stampers if you want the huge up front investment, but for players who are going to be burning through glass on consumable things rather than buildings/canoes/boats they're likely already at the point where they can make silver much faster than the time it takes to make glass even with stampers.

That's not me yet though, so perhaps others would disagree :P


Glass is insanely stupid easy to make. I was cranking out so much I was swimming in glass.
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Re: Salem V1.2 Exploring the Bowels

Postby Procne » Mon Feb 15, 2016 2:21 pm

Bjebr wrote:I got a question about Darkness indicator (ctrl+D shorcut , b: line for how much dark your place is).

Was it change somehow , in this patch or the previous one ? Because in my (old) memory i thought my darkness base was "darker".

Bjebr

It changes between seasons.
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Re: Salem V1.2 Exploring the Bowels

Postby strpk0 » Mon Feb 15, 2016 2:22 pm

Dallane wrote:
Glass is insanely stupid easy to make. I was cranking out so much I was swimming in glass.


That sounds painful :lol: .
Care to share how you go about producing large quantities of glass, or is that a trade secret? :D
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Re: Salem V1.2 Exploring the Bowels

Postby Dallane » Mon Feb 15, 2016 2:36 pm

strpk0 wrote:
Dallane wrote:
Glass is insanely stupid easy to make. I was cranking out so much I was swimming in glass.


That sounds painful :lol: .
Care to share how you go about producing large quantities of glass, or is that a trade secret? :D


Mine boulders with 2+ characters. 3 is perfect since you can have one mining, one chipping and filling stock bins and the other going to town to make that sweet powder.

ALWAYS keep one character moving to or from the water and ALWAYS keep the other chipping/mining. Stock bins and straight lines mining is amazing so you don't have to waste time making any supports.

Then you swim in sweet sweet gold and glass. You will also find TONS of silver
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Re: Salem V1.2 Exploring the Bowels

Postby lachlaan » Mon Feb 15, 2016 2:44 pm

Procne wrote:
Bjebr wrote:I got a question about Darkness indicator (ctrl+D shorcut , b: line for how much dark your place is).

Was it change somehow , in this patch or the previous one ? Because in my (old) memory i thought my darkness base was "darker".

Bjebr

It changes between seasons.


Yeah that was confusing when hunting the map edges on popham for witchy signs, like a noooooob. Season changed and i was like ... "wasn't I in deeper darkness? The edge ain't that bad!"
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