Salem V1.2 Exploring the Bowels

Announcements of major changes to Salem.

Re: Salem V1.2 Exploring the Bowels

Postby Darwoth » Sun Feb 14, 2016 3:26 am

oh god listen to claeyt try to act like he knows anything :lol: :lol: :lol: :lol:

favorite part was this.......

Claeyt wrote: three 20 stat alts with rifles can now instantly kill a 2000 stat giant as long as they all aim right in their defense. :D


if you could not do it with four you wont do it with three either.
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Re: Salem V1.2 Exploring the Bowels

Postby Icon » Sun Feb 14, 2016 3:33 am

rustles wrote:Image

Lol I found it 30 seconds after making the post. I gave up and turned around, and surprise there's a gingerbread house.



VQ complete?
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Re: Salem V1.2 Exploring the Bowels

Postby Dallane » Sun Feb 14, 2016 3:36 am

Icon wrote:
VQ complete?


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Please click this link for a better salem forum experience

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: Salem V1.2 Exploring the Bowels

Postby Reviresco » Sun Feb 14, 2016 3:38 am

Dallane wrote:Image


Should I be hearing Darude - Standstorm when I see that?
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Re: Salem V1.2 Exploring the Bowels

Postby Icon » Sun Feb 14, 2016 3:39 am

you do enough satan salts and you'll ALWAYS be hearing sandstorm, trust me
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Re: Salem V1.2 Exploring the Bowels

Postby salemwutwut » Sun Feb 14, 2016 4:06 am

beaver's lard seems a bit nerfed, could be a coincidence
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Re: Salem V1.2 Exploring the Bowels

Postby JohnCarver » Sun Feb 14, 2016 4:09 am

Kozzy68 wrote:thanks for patch. I like all the changes they seems as good balance changes but ...
way changes got applied in the middle of the live world is probably quite unfair for certain players and benefits anothers. I hate when game rules changes this way in the middle of the play. I literaly find it iritating.

like whats up with the mining ? .... I hear click click click sound and some your mining bonus is ... . I see it mentioned in the release notes but it looks like it cost now like about 4x more energy to mine a block. I find it quite unfair for new players to change it like this on world map that is live so long. Old players dug tiers giantic mines 5 levels deep practicaly for free and now its quite a chore.


Im ok and when MMO game sort of slowly inflates values of some old items or stikills by introducing new ones but this is not the case.
Its like stating in the middle of the chess game that pawns can now move 3 sqares ... and if somone object well we got universal reply "suck it up dude or dont play if you dont like it or there is no other way."


This is a very very very fair sentiment. Unfortunately, it is something that the Salemites will need to find some way to get over. In a low-budget MMO we just cannot halt progress, improvements, or general gameplay balance to create some feeling of 'fairness' at all times when it comes to who when and how players were involved in the game. Certainly we make sure to not institute massive sweeping changes where 'legacy' players are given some massive advantage over the new population. And to be fair I dont' think that larger mine levels farther down is some kind of sweeping advantage. I mean heck is phlegm food REALLY a bottle neck for most sophisticated players on lower levels of mines? I would think not.

The alternative to us pushing these changes on an established server is to either abandon providence (and whatever the permanent server is) each time we push games that tilt the 'fairness' or to simply hope our player base trusts our judgement enough on these issues that we will not institute something we think unfavorably rewards the veterans to the point where fresh blood cannot compete. If anything, expeditions allowing for mechanics of faster character gain (which Darwoth seems to have figured out) is a direct benefit to fresh blood getting into Salem on an expedition against those vets who had to earn it on providence the 'hard way'.

My 2 cents.


Lansett wrote:Thank you for improving the game again


Your welcome. Thanks for the kind words. It really does bring validation to our efforts when players express enjoyment in our labors.


Reviresco wrote:
According to system chat, nothing was gained when I learned it.


It should be required to apply drugs and create other types of drugs. Drugs are not easily unlocked in a crafting menu though and players must figure out how to make them.


Reviresco wrote:I mined one boulder extremely close to the ladder (not that location matters, but it's one less thing to wonder about) wearing a facsimile of a suit readily attainable by a new miner.

112 Mining
38 Productivity

Level 1: One boulder costs 7.6 Phlegm
Level 2: One boulder costs 13.2 Phlegm
Level 3: One boulder costs 22.7 Phlegm
Level 4: One boulder costs 30.2 Phlegm
Level 5: One boulder costs 37.8 Phlegm
Level 6: One boulder costs 47.3 Phlegm
Level 7: One boulder costs 52.9 Phlegm

And yeah, yeah, I know you should have a better suit by the time to get to level 7, but this is just for illustration of a point.


I'm certainly open to discussion on the subject. But this indeed really doesn't seem all that bad.
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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Re: Salem V1.2 Exploring the Bowels

Postby Paradoxyc » Sun Feb 14, 2016 5:18 am

JohnCarver wrote:
Kozzy68 wrote:thanks for patch. I like all the changes they seems as good balance changes but ...
way changes got applied in the middle of the live world is probably quite unfair for certain players and benefits anothers. I hate when game rules changes this way in the middle of the play. I literaly find it iritating.

like whats up with the mining ? .... I hear click click click sound and some your mining bonus is ... . I see it mentioned in the release notes but it looks like it cost now like about 4x more energy to mine a block. I find it quite unfair for new players to change it like this on world map that is live so long. Old players dug tiers giantic mines 5 levels deep practicaly for free and now its quite a chore.


Im ok and when MMO game sort of slowly inflates values of some old items or stikills by introducing new ones but this is not the case.
Its like stating in the middle of the chess game that pawns can now move 3 sqares ... and if somone object well we got universal reply "suck it up dude or dont play if you dont like it or there is no other way."


This is a very very very fair sentiment. Unfortunately, it is something that the Salemites will need to find some way to get over. In a low-budget MMO we just cannot halt progress, improvements, or general gameplay balance to create some feeling of 'fairness' at all times when it comes to who when and how players were involved in the game. Certainly we make sure to not institute massive sweeping changes where 'legacy' players are given some massive advantage over the new population. And to be fair I dont' think that larger mine levels farther down is some kind of sweeping advantage. I mean heck is phlegm food REALLY a bottle neck for most sophisticated players on lower levels of mines? I would think not.

The alternative to us pushing these changes on an established server is to either abandon providence (and whatever the permanent server is) each time we push games that tilt the 'fairness' or to simply hope our player base trusts our judgement enough on these issues that we will not institute something we think unfavorably rewards the veterans to the point where fresh blood cannot compete. If anything, expeditions allowing for mechanics of faster character gain (which Darwoth seems to have figured out) is a direct benefit to fresh blood getting into Salem on an expedition against those vets who had to earn it on providence the 'hard way'.

My 2 cents.


Lansett wrote:Thank you for improving the game again


Your welcome. Thanks for the kind words. It really does bring validation to our efforts when players express enjoyment in our labors.


Reviresco wrote:
According to system chat, nothing was gained when I learned it.


It should be required to apply drugs and create other types of drugs. Drugs are not easily unlocked in a crafting menu though and players must figure out how to make them.


Reviresco wrote:I mined one boulder extremely close to the ladder (not that location matters, but it's one less thing to wonder about) wearing a facsimile of a suit readily attainable by a new miner.

112 Mining
38 Productivity

Level 1: One boulder costs 7.6 Phlegm
Level 2: One boulder costs 13.2 Phlegm
Level 3: One boulder costs 22.7 Phlegm
Level 4: One boulder costs 30.2 Phlegm
Level 5: One boulder costs 37.8 Phlegm
Level 6: One boulder costs 47.3 Phlegm
Level 7: One boulder costs 52.9 Phlegm

And yeah, yeah, I know you should have a better suit by the time to get to level 7, but this is just for illustration of a point.


I'm certainly open to discussion on the subject. But this indeed really doesn't seem all that bad.


Will the system message during mining be fixed?
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Re: Salem V1.2 Exploring the Bowels

Postby JohnCarver » Sun Feb 14, 2016 5:22 am

Yes will be fix'd on next mini patch.
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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Re: Salem V1.2 Exploring the Bowels

Postby Paradoxyc » Sun Feb 14, 2016 5:30 am

History has been made in Salem:

The first dice gambling match has been won by yours truly, may future betters have good luck and vast riches!

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