I already have a tobacco, I do not know the extent of his madness.
And if I'm going to play for 30 hours in one session what the chances of dying in my character?
I take breaks in the game is the character doing monotonous work (crushing bones)
toomuch wrote:Wheres the meter from 0 to the first maddness level? A meter that shows something before i stop smiling
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.
Nsuidara wrote:it is a strange and difficult game in no positive way
JohnCarver wrote:NeiroShop wrote: Im not playing Salem to be whittling for 50hours of my 200hours of playtime.
Applying some absurd metric to combat insanity like 25% of the playtime would certainly make things look silly. Unfortunately, it would make the person making up the absurd and silly numbers look silly too. Feel free to voice a concern once you are finished creating unrealistic and hilariously off-base assumptions on the time it takes to combat insanity.
JohnCarver wrote:toomuch wrote:Wheres the meter from 0 to the first maddness level? A meter that shows something before i stop smiling
You are not intended to have a meter on the 'small' gains of insanity in your day to day life, as this is not meant to be some bar that consumes your every moment and is constantly on your mind. In fact, I purposely designed the system so that the server does not even communicate your insanity levels to the client thus Ender and Kandarim cannot save you! Instead, I only update your clients to their 'madness level' when you do indeed gain one (needs a minor fix atm because its not remembering inbetween logouts so if you log on later you'll have to gain a madness level before your masks update, however, the voices are just as good an indicator imo). Anyways, the IDEA here is that you play salem for (3) 8 hour play sessions. Then on your 4th 8 hour play session you sit down and notice that your masks are starting to look a little bit bad and the voices are every 30 seconds to 2 minutes now. On that 25th hour of play time you decide "hey I should spend an hour or so getting some tobacco and calming all this madness off". Depending on the 'hassle' that crafting a pipe and finding tobacco turned out to be, you may change your play habbits slightly to make sure you toss in 5 minutes of 'calming' actions for every 2-3 hours of neutral ones, or 5 minutes of 'calming' actions for every half hour of insanity buildings ones etc. etc.
Tomki wrote:This insanity system sounds great. Time will tell how it turns out. Two small ideas to regain a small amount of sanity:
1) Spending time in Providence town area (It might bring back people to socialise in town). It would be great to add a building with affluence requirement to further speed up this process (kind of upper class bar).
2) Eating food to regain humours (not gluttony) could add a tiny amount to your sanity meter
So far I love the progress of this game. Nice job from JC and the dev team!
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.
Nsuidara wrote:it is a strange and difficult game in no positive way
NeiroShop wrote:Thing is Dont starve is a single player/coop game. Salem is not.
NeiroShop wrote:
Perhaps you'd give us some numbers then. The only numbers we have to go by at the moment are in your posts. 5min of the passive insanity by 1 note. With a "good deal of insanity decreased" means that whittling & flower picking is less productive does it not due to the "small amount of insanity decreased"
Argentis wrote:Does that mean that we will never see the change of madness level reflected on modded clients? Or just not meter for insanity between levels?
Rubberduckbandit wrote:It's like people forget this is a permadeath game, should have it so all carebears gain insanity twice as fast since they're all so paranoid, and never leave their walls.
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.
Nsuidara wrote:it is a strange and difficult game in no positive way
JohnCarver wrote:NeiroShop wrote:
Perhaps you'd give us some numbers then. The only numbers we have to go by at the moment are in your posts. 5min of the passive insanity by 1 note. With a "good deal of insanity decreased" means that whittling & flower picking is less productive does it not due to the "small amount of insanity decreased"
Whittling a spinning top for example would give 2-8 minutes off. A sharpened stick near the same. Thus making a single spinning top could give between 4-15 minutes off insanity. I could easily see a session where somebody makes a dozen spinning tops and immediately frees up several hours of playtime before getting close to jumping another madness level.
NeiroShop wrote:Something other that annoys me is that you spoke about "neutral things" to do. What does this mean? Considering youve also said insanity is also passive?
Qiresea wrote:I think maybe the devs need to inform the community beforehand if they intend to introduce a new means of permakilling the players and give more clear instructions. This flow of comments only shows that the impact of the patch
is not clear to people. Also, getting comments like "have you read the notes" etc is not what I appreciate from the part of the people working on the game. It only shows lack of respect and, I am sorry, but I do not find it acceptable.
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.
Nsuidara wrote:it is a strange and difficult game in no positive way
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