Game Development: Gunpowder Plot

Announcements of major changes to Salem.

Re: Game Development: Gunpowder Plot

Postby Glennfinnan » Thu Mar 07, 2013 6:42 am

Argopelters' hp was boosted by about 3 times.
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Re: Game Development: Gunpowder Plot

Postby T0ne1 » Thu Mar 07, 2013 6:45 am

sabinati wrote:
T0ne1 wrote:Do you test these types of changes before putting them on the live server? How is one supposed to kill a cricket or rabbit when they permanently are on the run and nearly impossible to catch?


why would they test it? that's what beta testers are for.


Why? Because they should want people to actually play this game, having started a few days ago with some friends, the ability to kill crickets and rabbits has become a key aspect of our experience and growth in the game. One small patch later and as things stand now it is literally impossible for us to even enter into combat with these creatures. There is no need to test every edge case, but simple/common scenarios should and need to be tested or these types of changes will simply lead to people quitting, testing needs to be completed by everybody involved, devs, new players and veterans alike.
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Re: Game Development: Gunpowder Plot

Postby sabinati » Thu Mar 07, 2013 6:50 am

use a sling
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Re: Game Development: Gunpowder Plot

Postby Vigilance » Thu Mar 07, 2013 6:51 am

Glennfinnan wrote:Argopelters' hp was boosted by about 3 times.


Neat.
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Re: Game Development: Gunpowder Plot

Postby Yourgrandmother » Thu Mar 07, 2013 6:52 am

Glennfinnan wrote:Argopelters' hp was boosted by about 3 times.


It was good while it lasted 8-)

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Last edited by Yourgrandmother on Thu Mar 07, 2013 6:58 am, edited 1 time in total.
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Re: Game Development: Gunpowder Plot

Postby FearTheAmish » Thu Mar 07, 2013 6:54 am

so.. 75s = 10 bullets 60s = 50.kg it takes 5.kg for each shot. SO each shot is worth 13s aprox......
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Re: Game Development: Gunpowder Plot

Postby Jaunt » Thu Mar 07, 2013 6:55 am

Two suggestions. First, aim the sling like bullrun, not like...something horrid. Second, rock bag. We need it. Even if it can only hold ten or something. Otherwise, small game hunting just took a huge nerf, and it wasn't even good in the first place unless you just started. Looks like I clawed my way up to mediocrity just in time.
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Re: Game Development: Gunpowder Plot

Postby Glennfinnan » Thu Mar 07, 2013 6:57 am

FearTheAmish wrote:60s = 0.05kg gunpowder it takes 0.005kg for each shot.


It's in the grams, not kilograms [ftfy].
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Re: Game Development: Gunpowder Plot

Postby robert » Thu Mar 07, 2013 7:00 am

for the sling, what skills are the crafting/usage tied to?

small game hunting? (which i assume is it) or is it big game hunting/beaver hunting?

just wondering for help info for newbs as i already have 99.99% of every ingame skill already :/ its hard to say its such and such skill.

also is damage going to be similar to hnh where different ammo types effects damage? (stone/bone/ect) ??
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Re: Game Development: Gunpowder Plot

Postby FearTheAmish » Thu Mar 07, 2013 7:00 am

Glennfinnan wrote:
FearTheAmish wrote:60s = 0.05kg gunpowder it takes 0.005kg for each shot.


It's in the grams, not kilograms [ftfy].


does it make 13 silver per shot any less absurd?
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