Game Development: A Fortunate Providence

Announcements of major changes to Salem.

Re: Game Development: A Fortunate Providence

Postby Nixman » Sat Mar 01, 2014 6:55 pm

RonPaulFTW wrote:
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.


When you take that and apply it to the span of a month, thats a hardcore player with 30 more humours than a casual, 2 months 60+, 3 months 90+ and so on. Hardcore players can then push the gap even further than the average player making any combat a cat and mouse affair, you have to ask if this is even viable for a permadeath game, perhaps it might explain why the population is so incredibly low.
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Re: Game Development: A Fortunate Providence

Postby KruskDaMangled » Sat Mar 01, 2014 9:12 pm

RonPaulFTW wrote:
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.


It doesn't bother me that much actually, I was just commenting on how it might be that some people are farther ahead over and beyond poop socking. We know people have packages and stuff they carried over from other servers, and there are people who clearly bought a package this time, so it just kind of follows that some of the folks farther ahead possibly got some of that lead through buying stuff.

I'm not judging them or ***** about it, just noting the possibility.
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Re: Game Development: A Fortunate Providence

Postby Mushibag » Sat Mar 01, 2014 9:31 pm

That's what happens when you make the early game pay to win.
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Re: Game Development: A Fortunate Providence

Postby Nubshock » Sat Mar 01, 2014 10:11 pm

I like how making it so you can buy power early game is totally going to get more people interested in it. It's already got such a large amount of players, why make it more attractive to noobs when you can detract even more people from the minuscule amount that even give a **** still at this point? (and that's right after new world generation AKA ***** rush hour peak ****)

And all that for, lets say 20% of people buy **** (being very generous here), 20% of 300 people times avg price of packages = ***** peanuts.

Why even do that? Is the $100 you make here and there even helping with game development at all or are you just buying your groceries off these packages?
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Re: Game Development: A Fortunate Providence

Postby Dallane » Sat Mar 01, 2014 10:28 pm

Nubshock wrote:I like how making it so you can buy power early game is totally going to get more people interested in it. It's already got such a large amount of players, why make it more attractive to noobs when you can detract even more people from the minuscule amount that even give a **** still at this point? (and that's right after new world generation AKA ***** rush hour peak ****)

And all that for, lets say 20% of people buy **** (being very generous here), 20% of 300 people times avg price of packages = ***** peanuts.

Why even do that? Is the $100 you make here and there even helping with game development at all or are you just buying your groceries off these packages?


So because they 'might' be making little money they shouldn't try to make any. Thats surely a good choice. Get out of here.
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TotalyMeow wrote: Claeyt's perspective of Salem and what it's about is very different from the devs and in many cases is completely the opposite of what we believe.
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Re: Game Development: A Fortunate Providence

Postby Nubshock » Sat Mar 01, 2014 10:45 pm

I don't care how they make money, the only thing I care about is whether at some point this "mmo" will have more than 300 concurrent players on this ginormous ***** map. And p2w ***** to power through early game isn't going to bring in more (aka new) players. Just maybe make some money off of people's alts. Yeehaw.

Now if the plan is to live of the 50something hardcore players who give a **** when they're the only ones playing, I guess that's cool but you could probably remove the label "mmo" because the most massive thing about this game is how ***** empty it is.
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Re: Game Development: A Fortunate Providence

Postby Kandarim » Sat Mar 01, 2014 11:40 pm

I was so disappointed when "embroidery and silk" didn't actually give any cloth recipes for silk :(
I have neither the crayons nor the time to explain it to you.
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Re: Game Development: A Fortunate Providence

Postby Dallane » Sat Mar 01, 2014 11:54 pm

Nubshock wrote:I don't care how they make money, the only thing I care about is whether at some point this "mmo" will have more than 300 concurrent players on this ginormous ***** map. And p2w ***** to power through early game isn't going to bring in more (aka new) players. Just maybe make some money off of people's alts. Yeehaw.

Now if the plan is to live of the 50something hardcore players who give a **** when they're the only ones playing, I guess that's cool but you could probably remove the label "mmo" because the most massive thing about this game is how ***** empty it is.


You clearly have no idea who the target audience of this game is. They aren't planning to be a wow killer. The server pop is actually growing if you would pay attention. The packs only save a few hours-day. **** is hardly pay to win. I know using old logs and baskets to store stuff seems like the bees knees but maybe you should join a village and see how the game is actually played.
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TotalyMeow wrote: Claeyt's perspective of Salem and what it's about is very different from the devs and in many cases is completely the opposite of what we believe.
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Re: Game Development: A Fortunate Providence

Postby Nubshock » Sun Mar 02, 2014 12:01 am

Must be so many of those villages with a 300 concurrent user pop minus the hermits and alts lol.


They aren't planning to be a wow killer.

I'm sure there's room for intermediates between 5million+ and 300.
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Re: Game Development: A Fortunate Providence

Postby Dallane » Sun Mar 02, 2014 12:10 am

Nubshock wrote:Must be so many of those villages with a 300 concurrent user pop minus the hermits and alts lol.


Most villages are 5-10+ people. There are many groups with pclaims who cannot afford a tbell yet with the same pops.

Little FYI the pop tracker shows unique IP, not accounts as you seem to think.

Nubshock wrote:I'm sure there's room for intermediates between 5million+ and 300.


Grow up
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TotalyMeow wrote: Claeyt's perspective of Salem and what it's about is very different from the devs and in many cases is completely the opposite of what we believe.
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