Sevenless' Guide to the New World - Now with Community Help

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Re: Sevenless' Guide to the New World - Farming updated

Postby Glennfinnan » Tue Oct 23, 2012 5:11 pm

That's why I wrote I am not certain about it.
The one thing I am sure about is that some changes about how the fertilizers work were sneaked in.
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Re: Sevenless' Guide to the New World - Farming updated

Postby Potjeh » Tue Oct 23, 2012 5:14 pm

Oh, and I think that we shouldn't be talking purity here but rather specific element percentage. I got a feeling the change is capped by percentage rather than purity. I'm basing it on the fact that I've seen an unfertilized cereal field jump from 38% to 55% purity, and I haven't seen such big jumps at lower purities.
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Re: Sevenless' Guide to the New World - Farming updated

Postby Sevenless » Wed Oct 24, 2012 6:09 am

Potjeh wrote:Oh, and I think that we shouldn't be talking purity here but rather specific element percentage. I got a feeling the change is capped by percentage rather than purity. I'm basing it on the fact that I've seen an unfertilized cereal field jump from 38% to 55% purity, and I haven't seen such big jumps at lower purities.


Alchemical purity is where all the actual formulas work, the base range appearing to be +/- 5 to each alchemical value *when I was farming a couple months ago*. The "effective purity" %, and the purity multipliers are products and therefore not accurate for depicting results in the slightest.

Each point of alchemical purity is more valuable than any individual previous point. I plotted a theoretical chart to show the effect:

Image

The chart assumes that the other 3 elements are always exactly equal in value to show the general trend. Side distributions of alchemical values can muck the purity higher/lower, but you'll always move back towards this baseline and eventually meet up with it at 100% purity. Ultimately only the alchemical purity matters for raising crops, all the other numbers can be disregarded for simple crop raising. Obviously they still have influences on food multipliers but that's besides the point.

This is why I dislike how the formula for purity multipliers work. The largest gains in value are the last, not the first. It confers incredible advantages to established towns and is quite punishing to beginners. This is why a death to a setup town means almost nothing, but killing a noob's character is a massive loss. They work harder for each stat point than villagers ever need to.

Benefits should be asymptotic, not exponential, or no one will ever be able to "catch up" when it comes to wars short of the leading faction screwing up royally.
It's been neat to see the evolution of a game. Salem has come so far, and still has far to go. Although frustrating, I think it's been an experience worth the effort.
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Re: Sevenless' Guide to the New World - Farming updated

Postby Procne » Wed Oct 24, 2012 3:01 pm

Note about "compost value" of items. You said raw meat gives 1.0 point, while it gives 2.0
Raw steak = 4.0
Raw meat cut = roasted steak = 2.0
Meat shreds = roasted meat cut = 1.0
roasted meat shreds = 0.5

Also, cabbage requires 15, not 25, seeds to plant field with 100% upkeep
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Re: Sevenless' Guide to the New World - Farming updated

Postby Sevenless » Wed Oct 24, 2012 4:50 pm

Procne wrote:Note about "compost value" of items. You said raw meat gives 1.0 point, while it gives 2.0
Raw steak = 4.0
Raw meat cut = roasted steak = 2.0
Meat shreds = roasted meat cut = 1.0
roasted meat shreds = 0.5

Also, cabbage requires 15, not 25, seeds to plant field with 100% upkeep


Completely correct. I was thinking cooked meat shreds = raw

As for cabbage, no idea why that number got completely twisted.
It's been neat to see the evolution of a game. Salem has come so far, and still has far to go. Although frustrating, I think it's been an experience worth the effort.
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Re: Sevenless' Guide to the New World - Update: 3 walls mini

Postby Procne » Tue Oct 30, 2012 8:23 am

Small question about braziers - once they start firing, and criminals leaves the claim, waits for crime debuff to disappear, and then return to the claim - will the braziers start shooting at him right away, or will he have to commit 2 vandalisms again?

Also, once braziers activate - will they shoot only at the person who committed at least 3 vandalisms, or at anyone who commited summonable crime?
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Re: Sevenless' Guide to the New World - Update: 3 walls mini

Postby Sevenless » Tue Oct 30, 2012 5:37 pm

It's a "global" aggression from what I've been told. After they've been activated they will be pissy with everyone/anyone committing crimes. There is a cooldown on it, but I've no idea how long it is and it's definitely longer than the crime debuff. I'd guess at least an hour or two.
It's been neat to see the evolution of a game. Salem has come so far, and still has far to go. Although frustrating, I think it's been an experience worth the effort.
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Re: Sevenless' Guide to the New World - Update: 3 walls mini

Postby Nixman » Thu Nov 08, 2012 8:57 pm

Is the world map still valid now? With new servers I was wondering if the maps were the same or completely different.

Also how do you find what coordinates your at?
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Re: Sevenless' Guide to the New World - Update: 3 walls mini

Postby staxjax » Thu Nov 08, 2012 9:13 pm

The map is valid for the Plymouth server only. Nobody has set up a public world map for the other two servers yet that I am aware of.
Of all the things I've lost, I miss my mind the most - Ozzy Osbourne

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Re: Sevenless' Guide to the New World - Update: 3 walls mini

Postby Sevenless » Fri Nov 09, 2012 12:39 am

Mmm, good catch. Knew that would happen and I included a note in the text because I knew I'd forget XD
It's been neat to see the evolution of a game. Salem has come so far, and still has far to go. Although frustrating, I think it's been an experience worth the effort.
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