Game Development: A Fortunate Providence

Announcements of major changes to Salem.

Re: Game Development: A Fortunate Providence

Postby Brador » Fri Feb 21, 2014 4:33 am

Well, no plan survives first contact with action. Give some time, maybe some of these new designs will get adjusted some way.
Also, I got bit by timber rattler too... :(
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Re: Game Development: A Fortunate Providence

Postby DeepSixed » Fri Feb 21, 2014 6:01 am

Only played a little but two bugs stand out.

1. Return of store bought items- I have records to prove... I never spent more than $220 on your game ever... yet I have silver wealth in the 25K range. There is no way this could be possible unless you added a x factor into the return value.

Only Jorb/Loftar know if this was done...

2. Creating inspirations creates the possibility of multiple occurences which is great- the problem is if I create two separate bundles of ZERO percent havest masque... if there is even a .2 difference in purity... (over-all purity is still ZERO) they won't stack.

I love the suggestion; but overall purity should be determining factor and zero or zero+.2 should be stackable. It was in the old world...with seeds especially... resulting stack just became a combination of both stacks.

Why was this overlooked?

No matter- just fix it already!
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Re: Game Development: A Fortunate Providence

Postby loftar » Fri Feb 21, 2014 6:18 am

DeepSixed wrote:2. Creating inspirations creates the possibility of multiple occurences which is great- the problem is if I create two separate bundles of ZERO percent havest masque... if there is even a .2 difference in purity... (over-all purity is still ZERO) they won't stack.

They aren't "stackable" at all. It's not a matter of multiple items being created; it's just a single item that has several uses.
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Re: Game Development: A Fortunate Providence

Postby TemplarKnight » Fri Feb 21, 2014 6:19 am

well maybe lowering the cost of 'Inspiration' and increasing the generated some so that players find it easy to start/continue.it does remind me of those facebook games lol
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Re: Game Development: A Fortunate Providence

Postby sabinati » Fri Feb 21, 2014 6:35 am

are you people that are complaining actually running out of inspiration or is this poison mushrooms all over again
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Re: Game Development: A Fortunate Providence

Postby MagicManICT » Fri Feb 21, 2014 6:37 am

Darwoth wrote:cant comment yet on "inspiration" yet since i do not how quickly it will regen, but starting with 150k or so and the fact that newb inspirationals use over 2k of that it also sounds like more bad design, basically an artificial limiter as to how fast you can advance just like havens **** curio system. (lol a taste of autumn uses 3800 inspiration)

sabinati wrote:are you people that are complaining actually running out of inspiration or is this poison mushrooms all over again

You burn it up way too fast early on. the numbers for the small stuff really need to be dropped. I'm playing 5 minutes and logging off for an hour or two. Same goes with the hunger timers for the newb foods, too.
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Re: Game Development: A Fortunate Providence

Postby jwhitehorn » Fri Feb 21, 2014 6:38 am

sabinati wrote:are you people that are complaining actually running out of inspiration or is this poison mushrooms all over again


It is quite easy to run out of inspiration in the first hour and then you can consume 10-15 things a day from there.

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Re: Game Development: A Fortunate Providence

Postby MagicManICT » Fri Feb 21, 2014 6:44 am

Pushing BB seems to help (some), but it's still way too slow. It'll keep people from getting murder in the first several hours, but it'll keep people from doing much of anything else very quickly, either, including getting the noob skills.
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Re: Game Development: A Fortunate Providence

Postby naosnule » Fri Feb 21, 2014 7:05 am

MagicManICT wrote:Pushing BB seems to help (some), but it's still way too slow. It'll keep people from getting murder in the first several hours, but it'll keep people from doing much of anything else very quickly, either, including getting the noob skills.



That's the point. Less solo play focus, more multiplay focus. No more easy-mode "jack of all trades".

More focus on actually building and exploring, less focus on collecting.
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Re: Game Development: A Fortunate Providence

Postby Darwoth » Fri Feb 21, 2014 7:46 am

aka **** game that attempts to force you into a zerg to accomplish anything.

why does every european game developer insist on using some sort of quasi socialist approach to gameplay where everything must be in groupthink and individualism is to be shunned?
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