Game Development: A Fortunate Providence

Announcements of major changes to Salem.

Re: Game Development: A Fortunate Providence

Postby solitude_stalker » Sun Feb 23, 2014 8:58 pm

I also agree that this new system was meant to support alt making so that ppl ud have more than one good character and so when some1 dies, they will be less likely to rage quit. ;)
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Re: Game Development: A Fortunate Providence

Postby Dallane » Sun Feb 23, 2014 10:53 pm

solitude_stalker wrote:I also agree that this new system was meant to support alt making so that ppl ud have more than one good character and so when some1 dies, they will be less likely to rage quit. ;)


It was made so that characters actually have a purpose instead of LOOOK AT ME I HAVE EVERY SKILL 4 days into the server.
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Re: Game Development: A Fortunate Providence

Postby gacekssj4 » Mon Feb 24, 2014 12:25 am

Dallane wrote:
solitude_stalker wrote:I also agree that this new system was meant to support alt making so that ppl ud have more than one good character and so when some1 dies, they will be less likely to rage quit. ;)


It was made so that characters actually have a purpose instead of LOOOK AT ME I HAVE EVERY SKILL 4 days into the server.

Now it will be. Hahahaha, You killed me. I got Another character with same stats! :P
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Re: Game Development: A Fortunate Providence

Postby Binks » Mon Feb 24, 2014 5:30 am

solitude_stalker wrote:I also agree that this new system was meant to support alt making so that ppl ud have more than one good character and so when some1 dies, they will be less likely to rage quit. ;)

Actually I think people are more likely to quit when they get killed this time around.
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Re: Game Development: A Fortunate Providence

Postby Kandarim » Mon Feb 24, 2014 8:57 am

Binks wrote:
solitude_stalker wrote:I also agree that this new system was meant to support alt making so that ppl ud have more than one good character and so when some1 dies, they will be less likely to rage quit. ;)

Actually I think people are more likely to quit when they get killed this time around.


This.

If you now lose your character but still have an established base, you cannot any longer get back on your feet in a matter of days. The time it takes to get back to the point you were previously is now just as long as it took you to get there in the first place (or the reduction is so small as not to matter much).
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Re: Game Development: A Fortunate Providence

Postby MagicManICT » Mon Feb 24, 2014 9:07 am

You can get back there a little faster as you'll be able to push biles up faster, especially BB, making generation of inspiration faster. It won't be a fast jump by any means, though.

Maybe it's time for some partial inheritence? I don't know if it was ever intended to bring this over from HnH or not, but it could make or break recreating a character after death. The big downside would be that it makes it easier for alt armies to rebuild, too. As it stands, those building alt armies already have it easier than those not doing so as they're probably grinding out materials at a higher rate/quality.
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Re: Game Development: A Fortunate Providence

Postby gacekssj4 » Mon Feb 24, 2014 11:37 am

MagicManICT wrote:You can get back there a little faster as you'll be able to push biles up faster, especially BB, making generation of inspiration faster. It won't be a fast jump by any means, though.

Maybe it's time for some partial inheritence? I don't know if it was ever intended to bring this over from HnH or not, but it could make or break recreating a character after death. The big downside would be that it makes it easier for alt armies to rebuild, too. As it stands, those building alt armies already have it easier than those not doing so as they're probably grinding out materials at a higher rate/quality.


When your character dies, you can make new one ascendant of one that died. ( Never tried it, since i never lost main character. Only base and alts. ). Are not stats partially inherited?

And about ragquit to be less or more likely... less likely if somone had few chars building up at same time. More likely if somone hasn't planed this game that far. So probably most of new players who dont thing about expoiting char strategy.
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Re: Game Development: A Fortunate Providence

Postby gregl26 » Mon Feb 24, 2014 1:40 pm

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


So what you are saying is screw the early game because in 3 months it won't matter? I'm sorry but a system that tells ppl that play with no set sched to go f themselves is dumb. This week has just been a bad week gametime wise for me. I have had social events, partys (heaven forbid) great gig opportunities, which is when a band plays music for people, and various other real life stuff going on. Next week though imma prob catch up with all these fools. Oh wait I can't because you put an arbitrary throttle on humour growth. Good job. This is why we worship Loftar now.

Everyone who actually plays your game understands this. Please log in and make a character, join a town, anonymously, and build your char. It will quickly become annoying as hell to you to humour your char at a rate equal to your town-mates unless you live your life on a perfect sched.

There may be a week when I play 2 hours because I'm a pretty awesome guy and I am doing awesome things. The week after that though I might play 100 hours because I have time to kill and I like games. Your system with the full and fed-up debuff wrecks anyone that is not able to be at their comp on a regular basis.
Last edited by gregl26 on Mon Feb 24, 2014 2:18 pm, edited 2 times in total.
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Re: Game Development: A Fortunate Providence

Postby RonPaulFTW » Mon Feb 24, 2014 2:02 pm

It's an incentive to alt - so when chief kills your 1st or 2nd char - you will still have others and won't rage quit.

I like it.

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Re: Game Development: A Fortunate Providence

Postby Mushibag » Mon Feb 24, 2014 3:03 pm

gacekssj4 wrote: Are not stats partially inherited?

No, they are not.
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