Game Development: A Fortunate Providence

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Re: Game Development: A Fortunate Providence

Postby Procne » Fri Feb 28, 2014 1:51 pm

anfros wrote:After actually playing the game for a couple of hours I have decided that I like the inspiration and full &fed up mechanics. However I feel the regen on both should be much quicker. To have more than 6 hours to full regen on newb characters is ridiculus. I would rather you increased the skill reqs on high-end skill and gave us inspirationals that require insane amounts of inspiration. Also I should be able to eat ore that 3 berries/hour.


6 hours to full regen? What do you mean?
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Re: Game Development: A Fortunate Providence

Postby anfros » Fri Feb 28, 2014 1:58 pm

Procne wrote:
anfros wrote:After actually playing the game for a couple of hours I have decided that I like the inspiration and full &fed up mechanics. However I feel the regen on both should be much quicker. To have more than 6 hours to full regen on newb characters is ridiculus. I would rather you increased the skill reqs on high-end skill and gave us inspirationals that require insane amounts of inspiration. Also I should be able to eat ore that 3 berries/hour.


6 hours to full regen? What do you mean?


That the regen rate for a new character should be enough to take it from 0 to cap in six hours
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Re: Game Development: A Fortunate Providence

Postby Procne » Fri Feb 28, 2014 2:13 pm

From what I understand the idea of the change was to let more casual players gather inspiration when they are not playing, and to promote more relaxed gameplay
Thus the cap has been set to around 70-80h worth of inspiration regen.

In the light of this, changing the cap to the 6h worth of regen completely voids the point of the change, since being offline, and not using inspiration for more than 6h would mean wasting inspiration.

Ok, I get it. You just want the regen to be a bit faster.

I had this problem as well, when after draining all inspiration in the beginning of the game I still couldn't do too much. Couldn't build a house, couldn't build a wall, couldn't start farming and so on. It felt like in H&H before curiosity, where to get any meaningful skills I kept performing meaningless tasks just to accumulate learning points to buy any skill so that I could actually build something.

But now, looking back at the last week - I have been doing it wrong. You have to put more head into it:
- decide what skills you need
- plan ahead what proficiencies you will need to raise and which not
- use inspirationals which will raise the profs you need and not waste inspiration on the ones you don't need
- glutton in a smart way to raise BB and gain inspiration faster
- create an alt which would specialise in another set of skills

And when that's still not enough - trade with other people for what you need

Seeing the examples of people, who within first 24h could build timber piles, I can assure you it's not that bad.
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Re: Game Development: A Fortunate Providence

Postby anfros » Fri Feb 28, 2014 2:19 pm

That is all true and well and there is a lot to say for planning, still for someone new who enters the game there is a good chance they will just quit playing after using all their inspiration. As a new player one does not appreciate doing the basics again and again and again. But yea I already have 3 chars in the works so I can play whenever want to.
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Re: Game Development: A Fortunate Providence

Postby Nixman » Fri Feb 28, 2014 4:46 pm

To certain extent I must admit that I have logged out a few times over the last few days purely because my inspiration was empty. I understand why the system has been set up this way to ensure that hardcore players who are happy to spend all thier waking hours ingame are not pushing further ahead and creating an unbalance, but I dont think this system achieves that. Sure its slower for them but still lets them push ahead regardless.

Humors should have been capped from day one with easier abilities to reach this cap for everyone, the purity issues should have been used to provide buffs but none that would push a player above the 'possiblity' of being unmatched but rather based on more chance and by that i mean a maximum of say 5% 'chance buff' on whatever skill/food/purity it effects.

This system is and has been flawed since it was created, no amount of extra tweaking will remedy it.
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Re: Game Development: A Fortunate Providence

Postby tweenprinc3ss » Sat Mar 01, 2014 1:30 am

I too feel the humours should have a cap. That is to say, I would have a cap at say, 100-150. You can go beyond that, however, left unchecked your stats would degrade over time back down to the cap. The farther you get beyond the cap, the faster the degredation would occur. The idea is to keep things sportsman like. When a couple players can 1 stomp KO most peoples "end game" characters, the sandbox crumbles.

Another idea I have had is about guns. Guns were the true equalizer in this time period. Being shot once was almost always enough to kill. If not from the wound itself then from infection. The guns in salem might as well be shooting spit wads for all he damage they do. Make it so a couple of shots can KO an end game player, and everyone can police themselves...
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Re: Game Development: A Fortunate Providence

Postby Mushibag » Sat Mar 01, 2014 4:30 pm

tweenprinc3ss wrote:Make it so a couple of shots can KO an end game player, and everyone can police themselves...

And no skill will be required to do so... Great idea! :roll:
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Re: Game Development: A Fortunate Providence

Postby RonPaulFTW » Sat Mar 01, 2014 5:31 pm

tweenprinc3ss wrote:I too feel the humours should have a cap. That is to say, I would have a cap at say, 100-150. You can go beyond that, however, left unchecked your stats would degrade over time back down to the cap. The farther you get beyond the cap, the faster the degredation would occur. The idea is to keep things sportsman like. When a couple players can 1 stomp KO most peoples "end game" characters, the sandbox crumbles.

Another idea I have had is about guns. Guns were the true equalizer in this time period. Being shot once was almost always enough to kill. If not from the wound itself then from infection. The guns in salem might as well be shooting spit wads for all he damage they do. Make it so a couple of shots can KO an end game player, and everyone can police themselves...


Humours essentially do have a cap because of cooldown time. You'll get to a point where you can only increase each bile by a point per day or so.
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Re: Game Development: A Fortunate Providence

Postby KruskDaMangled » Sat Mar 01, 2014 5:33 pm

Procne wrote:From what I understand the idea of the change was to let more casual players gather inspiration when they are not playing, and to promote more relaxed gameplay
Thus the cap has been set to around 70-80h worth of inspiration regen.

In the light of this, changing the cap to the 6h worth of regen completely voids the point of the change, since being offline, and not using inspiration for more than 6h would mean wasting inspiration.

Ok, I get it. You just want the regen to be a bit faster.

I had this problem as well, when after draining all inspiration in the beginning of the game I still couldn't do too much. Couldn't build a house, couldn't build a wall, couldn't start farming and so on. It felt like in H&H before curiosity, where to get any meaningful skills I kept performing meaningless tasks just to accumulate learning points to buy any skill so that I could actually build something.

But now, looking back at the last week - I have been doing it wrong. You have to put more head into it:
- decide what skills you need
- plan ahead what proficiencies you will need to raise and which not
- use inspirationals which will raise the profs you need and not waste inspiration on the ones you don't need
- glutton in a smart way to raise BB and gain inspiration faster
- create an alt which would specialise in another set of skills

And when that's still not enough - trade with other people for what you need

Seeing the examples of people, who within first 24h could build timber piles, I can assure you it's not that bad.


I believe what you say is mostly correct, but your assumption that their success is solely due to planning is possibly not correct in all cases. I feel that in a number of cases their quick success is also owing to having purchased silver, and/or packages proffering equipment and "free" gains in certain key skills, or even chains of skills.
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Re: Game Development: A Fortunate Providence

Postby RonPaulFTW » Sat Mar 01, 2014 5:36 pm

KruskDaMangled wrote:
I believe what you say is mostly correct, but your assumption that their success is solely due to planning is possibly not correct in all cases. I feel that in a number of cases their quick success is also owing to having purchased silver, and/or packages proffering equipment and "free" gains in certain key skills, or even chains of skills.


So someone got murder a couple days before the rest of us - oh well - its not that great of an advantage.
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