Game Development: A Fortunate Providence

Announcements of major changes to Salem.

Re: Game Development: A Fortunate Providence

Postby _Gunnar » Sun Feb 23, 2014 5:49 pm

gregl26 wrote:I have no real prob with the inspiration system. It kinda sucks but whatever I will just make tons of alts. The fed and full up debuff however wrecks my world. I am a bartender,musician, and popular/spontaneous guy. I never know what my day will entail even during that day.

Tonight after I finished my shift my co-workers asked me to join them for drinks. For a moment in the back of my mind I thought crap I need to glutton all of my chars, then I realized that is a stupid thing to worry about and said "Yes, hot co-worker I will go get drunk with you."

I play in fits and stops. I may have days straight to play or 3 days not to. If someone asks me to go snowboarding in Aspen I am going to f'n go.

Moral of the story is, I may play as many hours as the most die-hard person in the game but I can never plan when that will be. With this system I am handicapped because I cannot catch up with people who are able to plan their own schedules, have set schedules and can glutton around it, etc, etc.

If I could get a full and fed up debuff that lasted a week then I could plan more accordingly. That is pretty ridiculous though. My 2 cents....


This is maybe true - perhaps we need "hunger" analogous to inspiration rather than a full & fed up debuff. But im not sure yet...
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Re: Game Development: A Fortunate Providence

Postby jorb » Sun Feb 23, 2014 5:56 pm

As you shift into more advanced foodstuffs you should start seeing the debuff grow significantly longer.
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Re: Game Development: A Fortunate Providence

Postby Hardsun » Sun Feb 23, 2014 6:13 pm

Great update. Loving so far new skill and food system ... something similar to eve-online skill points irl progression, but in Salem personal skill on planning and stuff is more important.
Please: Next kill botting and find a way to force people playing 1 character at time. Ideally i would like to see people playing 1 main untill its dead. Alts are bad for any game - it kills the need for socialization and let people abuze too much.
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Re: Game Development: A Fortunate Providence

Postby _Gunnar » Sun Feb 23, 2014 6:29 pm

jorb wrote:As you shift into more advanced foodstuffs you should start seeing the debuff grow significantly longer.


Good to know!
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Re: Game Development: A Fortunate Providence

Postby Mushibag » Sun Feb 23, 2014 6:49 pm

Hardsun wrote:Great update. Loving so far new skill and food system ... something similar to eve-online skill points irl progression, but in Salem personal skill on planning and stuff is more important.
Please: Next kill botting and find a way to force people playing 1 character at time. Ideally i would like to see people playing 1 main untill its dead. Alts are bad for any game - it kills the need for socialization and let people abuze too much.

I'm pretty sure this update was meant to increase the use of alts, not decrease it. If not, it is a pretty major side effect of the new system.
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Re: Game Development: A Fortunate Providence

Postby Hardsun » Sun Feb 23, 2014 7:20 pm

Mushibag wrote:
Hardsun wrote:Great update. Loving so far new skill and food system ... something similar to eve-online skill points irl progression, but in Salem personal skill on planning and stuff is more important.
Please: Next kill botting and find a way to force people playing 1 character at time. Ideally i would like to see people playing 1 main untill its dead. Alts are bad for any game - it kills the need for socialization and let people abuze too much.

I'm pretty sure this update was meant to increase the use of alts, not decrease it. If not, it is a pretty major side effect of the new system.

Hmm... alts as 100% safe storages ignoring game rules, alts that can kill and steal with no trace to its real owner main itc itc itc. I dont like it. Whats the point of designing ingame rules when it can be evaded with alts. Why socialize if you can perfectly do this with alt #1 and do that with alt #2 ?
I just hope its not "working as intended" and its just a technically difficult for devs to implement.
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Re: Game Development: A Fortunate Providence

Postby Ephemeros » Sun Feb 23, 2014 7:36 pm

No real way to stop alts, people could just use multiple accounts.
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Re: Game Development: A Fortunate Providence

Postby gacekssj4 » Sun Feb 23, 2014 7:37 pm

Hardsun wrote:Hmm... alts as 100% safe storages ignoring game rules, alts that can kill and steal with no trace to its real owner main itc itc itc. I dont like it. Whats the point of designing ingame rules when it can be evaded with alts. Why socialize if you can perfectly do this with alt #1 and do that with alt #2 ?
I just hope its not "working as intended" and its just a technically difficult for devs to implement.

To avoid it they only could make game paid (either one time fee for registration key or subscription) and limit amount of characters on account to fixed amount. Or account-character shared debuffs crimes. But then witch character should be one to punish?
Other method would be 1 account = 1 life = 1 character. And pay to create a character.

This would make game unattractive even more for some people, and there would be some players with large amount of cash to maintain 2-3 accounts.
Just like there are PLEX sellers in eve for game cash.

These are implications of perma death :) It's ideal only if everyone played by the rules... and gaming community is not like that :) There are exeptions
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Re: Game Development: A Fortunate Providence

Postby RonPaulFTW » Sun Feb 23, 2014 8:45 pm

Rumor has it Jorb was riding around the Capitol on a horse.
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Re: Game Development: A Fortunate Providence

Postby jorb » Sun Feb 23, 2014 8:53 pm

And I looked, and behold a pale horse: and his name that sat on him was Death, and Hell followed with him.
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