Game Development: Zero Hour

Announcements of major changes to Salem.

Re: Game Development: Zero Hour

Postby loftar » Sat Nov 10, 2012 3:45 am

JinxDevona wrote:if open beta is in a month like it was stated, will the original server (or all servers for that matter) be wiped at that time?

There are no plans for any wipes.
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Re: Game Development: Zero Hour

Postby Jalpha » Sat Nov 10, 2012 3:47 am

Let construction of the megatropolis begin!
Professor Gu Zhongmao wrote:These projects are beautiful to scientists, but nightmarish to engineers
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Re: Game Development: Zero Hour

Postby Ass_Kraken » Sat Nov 10, 2012 4:39 am

MagicManICT wrote:but for the most part you're getting clothes which are (i'm assuming) lootable and such.

And sellable.
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Re: Game Development: Zero Hour

Postby JinxDevona » Mon Nov 12, 2012 3:48 am

Thanks for the info. Really look forward to going at all the new content and servers full force soon. :D
Being powerful is like being a lady. If you have to tell people you are, you aren't. ~Margaret Thatcher
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Re: Game Development: Zero Hour

Postby andrikyuzva1 » Mon Nov 12, 2012 3:01 pm

Loftar fix the lag.


Oh sorry wrong forums.
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Re: Game Development: Zero Hour

Postby _Gunnar » Mon Nov 12, 2012 6:42 pm

What is the ETA/plan for transport between servers? Are the original pilgrims in Plymouth stuck there with a dwindling population until only one town and some newbies who clicked the wrong button are left?

My personal roleplaying style makes it hard for me to abandon my character, which some of you may find silly, but any information would be greatly appreciated - already Plymouth population is significantly lower than the others, and I would expect this gap to grow larger with time... I'd like to be able to weigh up the discomfort of abandoning poor little Skarphedin to the discomfort of playing with few people on a dying server for x months :)

[Not to mention aesthetically I would much prefer everyone to be connected]
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Re: Game Development: Zero Hour

Postby Gablak » Mon Nov 12, 2012 8:04 pm

Why should Plymouth be dying? It's not that much older.
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Re: Game Development: Zero Hour

Postby _Gunnar » Mon Nov 12, 2012 8:09 pm

Well, based on the attitude of those in the irc, noone new will join it

Amir: WHY DO U PLAY IN PLYMOUTH
[18:24] Amir: GET OUT OF THERE AND GO TOROANOKE
[18:25] Mushibag: yeah, there should probably be some sort of indication for new players regarding Plymouth
[18:25] Amir: yeah
[18:25] Mushibag: like "this server has been running for a long time, and people are gonna wtf pwn you"

and i can't say i blame them entirely. Multiserver was supposed to resolve the problem of "wipes"/world resets in a commercial game, but I'm not sure that we can say how it has done that yet, without knowing the next part of the Plan.
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Re: Game Development: Zero Hour

Postby Procne » Mon Nov 12, 2012 8:16 pm

Well, I still believe that the best way to keep new players coming and old ones returning would be to have new worlds opened periodically. Of course, it would also mean that some worlds would have to be closed. But I guess that with dwindling population on some it's only natural that they would be scrapped. Well, the circle of life and such
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Re: Game Development: Zero Hour

Postby darnokpl » Mon Nov 12, 2012 8:49 pm

Maybe there should be server start date in that choice window and some text warning.
Something about old servers having more dangerous communities and if player is alone and don't have friends there he should choose newest world?
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