Game Development: Project Mayhem

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Re: Game Development: Project Mayhem

Postby jorb » Thu May 16, 2013 1:58 am

We'll be running late with this week's update, unfortunately. There's a new flattening/terraforming tool coming and it's taking a bit longer than was perhaps expected. Hold out!
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Re: Game Development: Project Mayhem

Postby colesie » Thu May 16, 2013 1:59 am

jorb wrote:We'll be running late with this week's update, unfortunately. There's a new flattening/terraforming tool coming and it's taking a bit longer than was perhaps expected. Hold out!

How late we talkin? Later tonight than usual, or next week? :)

Also, thanks for the warning
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Re: Game Development: Project Mayhem

Postby jorb » Thu May 16, 2013 2:00 am

colesie wrote:How late we talkin? Later tonight than usual, or next week? :)


Hopefully later this week. Not tonight is the key takeaway. ;)
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Re: Game Development: Project Mayhem

Postby colesie » Thu May 16, 2013 2:01 am

jorb wrote:
colesie wrote:How late we talkin? Later tonight than usual, or next week? :)


Hopefully later this week. Not tonight is the key takeaway. ;)

Right, thanks :)

Also, pre-mature pras for land flattening tools! I might just need to make a church or something

Also also, lol http://puu.sh/2Ukfs.jpg

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Re: Game Development: Project Mayhem

Postby Mereni » Thu May 16, 2013 2:30 am

colesie wrote:pre-mature pras for land flattening tools!


Why? The default client sucks so bad no one uses it. The idea that they are doing things like this all week makes me nervous more than anything. It means we're probably not going to get anything to improve the game.

The last update's pros of making it barely possible to keep humors up at decent levels for raiding only just outweighed the cons of the several orders of magnitude of complexity added to the gluttony. Complexity without any direction that will mostly make things so confusing for new players, they'll probably never get the hang of gluttony without help.

Alchemy fixes, animal husbandry, an ordered way to tell what your food will turn out to after you cook it... before you actually cook it, better fishing minigame, finally implementing witches, horses. These are things that deserve praise, if they ever happen.
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Re: Game Development: Project Mayhem

Postby colesie » Thu May 16, 2013 2:34 am

Mereni wrote:
colesie wrote:pre-mature pras for land flattening tools!


Why? The default client sucks so bad no one uses it. The idea that they are doing things like this all week makes me nervous more than anything. It means we're probably not going to get anything to improve the game.

The last update's pros of making it barely possible to keep humors up at decent levels for raiding only just outweighed the cons of the several orders of magnitude of complexity added to the gluttony. Complexity without any direction that will mostly make things so confusing for new players, they'll probably never get the hang of gluttony without help.

Alchemy fixes, animal husbandry, an ordered way to tell what your food will turn out to after you cook it... before you actually cook it, better fishing minigame, finally implementing witches, horses. These are things that deserve praise, if they ever happen.

If the end-goal is to have a decent default client then praise is definitely in order. One of the big problems with the current client (and enders, really) is the lack of a grid system. We're left to use ****** looking graphic mods in order to get a grid for the world. I'd prefer a control + g option for full grid on all of my clients, APX style. Also, I'm hoping we get more physical "tools" for flattening. A roller we can pull to flatten mounds comes to mind.

http://www.sanantoniolandscapingservice ... roller.jpg
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Re: Game Development: Project Mayhem

Postby morck4 » Thu May 16, 2013 2:53 am

jorb wrote:Hopefully later this week. Not tonight is the key takeaway.

Real Time or like the alchemy store pack?
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Re: Game Development: Project Mayhem

Postby Jalpha » Thu May 16, 2013 2:58 am

If default client has superior digging displays and options to enders then I will gladly use it for that purpose. Default client still lacks extra functionality, but is only really difficult for me to use when I travel/forage.
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Re: Game Development: Project Mayhem

Postby staxjax » Thu May 16, 2013 3:11 am

Mereni wrote:Why? The default client sucks so bad no one uses it. The idea that they are doing things like this all week makes me nervous more than anything. It means we're probably not going to get anything to improve the game.



I think he meant a tool to craft for terraforming land, not a tool in the client itself.
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Re: Game Development: Project Mayhem

Postby MagicManICT » Thu May 16, 2013 4:42 am

Shizen wrote:Yeah, and this is a game. If I wanted to do real world work, I'd do something I'd get paid for. There aught to be sufficient options in game to allow me to reasonable protect/mitigate my risk when adding new members to my town.


I completely agree, but no matter what tools you're given, somebody is going to figure out a way around them and rob you blind. Look up Guiding Hand Social Club in regards to EVE Online. I could also mention how Band of Brothers got taken down from their spot in nullsec in EVE, too. When playing a game where spycraft is a part of the overall meta, you have to play with it in mind or not play in that part of the game at all. (I'm sure I could dig up all kinds of quotes from Machiavelli, Nietzsche, Sun Tzu, et al.)
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