Game Development: As Above, so Below

Announcements of major changes to Salem.

Re: Game Development: As Above, so Below

Postby The_Blode » Fri Apr 05, 2013 5:32 am

Let me just get this straight. In order to get high purity... anything.. You need high purity, of all 4 types, ore, lime, autumn grass, and water... all of which are randomized in location?

How is this a good thing? High level folks will just grab the high purity spots and hold them for themselves... right?
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Re: Game Development: As Above, so Below

Postby colesie » Fri Apr 05, 2013 5:33 am

The_Blode wrote:Let me just get this straight. In order to get high purity... anything.. You need high purity, of all 4 types, ore, lime, autumn grass, and water... all of which are randomized in location?

How is this a good thing? High level folks will just grab the high purity spots and hold them for themselves... right?

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Re: Game Development: As Above, so Below

Postby The_Blode » Fri Apr 05, 2013 5:40 am

colesie wrote:
The_Blode wrote:Let me just get this straight. In order to get high purity... anything.. You need high purity, of all 4 types, ore, lime, autumn grass, and water... all of which are randomized in location?

How is this a good thing? High level folks will just grab the high purity spots and hold them for themselves... right?

Welcome to 3 years ago


Yeah, I guess it is pretty much HnH at this point, isn't it. Ugh.
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Re: Game Development: As Above, so Below

Postby colesie » Fri Apr 05, 2013 5:45 am

Best quality lime/granite anyone has found so far??
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Re: Game Development: As Above, so Below

Postby Bait » Fri Apr 05, 2013 6:10 am

colesie wrote:Best quality lime/granite anyone has found so far??


7% salt granite, willing to part with it for 1000s. ¦]
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Re: Game Development: As Above, so Below

Postby dageir » Fri Apr 05, 2013 6:12 am

Granite is scattered all over. No node mechanics on that I assume?
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Re: Game Development: As Above, so Below

Postby Bait » Fri Apr 05, 2013 6:14 am

dageir wrote:Granite is scattered all over. No node mechanics on that I assume?


Perhaps on newly spawned boulders...
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Re: Game Development: As Above, so Below

Postby dageir » Fri Apr 05, 2013 6:19 am

Will fires/stoves be affected by this new system? Will the qual of stove decide the qual of the fire itself and then affect the qual of food??
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Re: Game Development: As Above, so Below

Postby Kandarim » Fri Apr 05, 2013 6:51 am

dageir wrote:Will fires/stoves be affected by this new system? Will the qual of stove decide the qual of the fire itself and then affect the qual of food??


currently, it apparently doesn't (see baking cabbage crumbs). It's a fair bet they will eventually, though
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Re: Game Development: As Above, so Below

Postby MagicManICT » Fri Apr 05, 2013 7:04 am

1. Nice post there Mereni. I think you hit on everything we had discussed via PM and has been (wrongfully) stated so far about this update.

2. Walls DO decay when not on a claim. It's slow, but if it damage ripples like it did in HnH, when one section does decay, it'll take a HUGE chunk of the wall along with it because all the sections are already at low HPs. (If they're not decaying, we might want to see if that's a bug or intended behavior.)

3. I really hope the kilns, ovens, and smelters (and other tools) aren't factored into the equation without some way of raising purity other than the destroy/rebuild cycle. That was just hellish in HnH. It wasn't so bad if you didn't mind moderate quality and were willing to trade for high quality goods with established villages, but if you wanted to grind up to the top yourself or for your village, it was just plain painful. I also hope we get a way to properly label our tools so we don't need a metric f*-ton of signs.
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