Game Development: A Fortunate Providence

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Re: Game Development: A Fortunate Providence

Postby Aisteraina » Sun Feb 23, 2014 12:39 pm

Has anyone considered how hilariously weak braziers currently are?

With the peak of potential damage being a lone brazier, and an unspecified range being where each braziers damage is lowered by proximity, which is likely a braziers firing range. To get 100% damage coverage across a town bell's claim size (101x101) you need a grand total of 16 braziers to cover the outer edge (even with gaps), 4 in the middle and you're done. You'd add more braziers to any realistic design to slow down raiders capability to roll through them (despite each dead brazier still adding to saturation, even if this is not true it still only adds a few more braziers to a design). Add in on top that you can just walk off the claim and eat and back to smashing up a claim in a matter of a minute.

Braziers aren't going to stop anyone from facerolling a base unless the base damage is really damn high, then add into the fact its day 3 and people are already achieving 50 biles, then also count in that alts are unlimited which make raiding any base a no risk leisure activity as you can just bypass crime debuff now by swapping to another alt to continue raiding.

TL:DR Fix base defences so players don't wipe the server clean or have the server like the previous world in a matter of a month or two from an overdose of near no effort raiding.
Last edited by Aisteraina on Sun Feb 23, 2014 1:04 pm, edited 1 time in total.
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Re: Game Development: A Fortunate Providence

Postby gregl26 » Sun Feb 23, 2014 12:50 pm

gacekssj4 wrote:
Potjeh wrote:Yeah, inspiration is fine because it just gets stored in the buffer and you can spend it all in a studying binge whenever you log on. But gluttony is really unfriendly towards casual players.


Dem... indeed. Maybe Loftar will add some kind of buffer to this. But it still somehow rewards (not that much) hardcore players. So even I'm fine with it :)

PS: Ender client working? Any1 know?


It doesn't reward hard-core or casual players it rewards people with set schedules. If you live in a rut where most days follow the same schedule, fine. You can map out your gluttony sessions no prob and be online for the time to eat the stuff for all your alts, then do whatever. Casual and hard-core are equal as long as they can log in at set times to do it. Ofc the hard-core will just have more alts. For people like me that are pulled tons of diff directions at any given time we will fall behind big time gluttony-wise. My take on this is when I have my binge gaming sessions I will work on 20-40 murder alts all with mediocre stats.

I am not sure what they are aiming for with this current system. A comparison of last world though was I had my current raider Rocky with a backup. I may have had a few I slowly built when I was bored but never anywhere near the amount I will build now. Again just my 2 cents...
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fyi there were
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Re: Game Development: A Fortunate Providence

Postby gacekssj4 » Sun Feb 23, 2014 1:53 pm

gregl26 wrote:
gacekssj4 wrote:xxx


It doesn't reward hard-core or casual players it rewards people with set schedules. If you live in a rut where most days follow the same schedule, fine. You can map out your gluttony sessions no prob and be online for the time to eat the stuff for all your alts, then do whatever. Casual and hard-core are equal as long as they can log in at set times to do it. Ofc the hard-core will just have more alts. For people like me that are pulled tons of diff directions at any given time we will fall behind big time gluttony-wise. My take on this is when I have my binge gaming sessions I will work on 20-40 murder alts all with mediocre stats.

I am not sure what they are aiming for with this current system. A comparison of last world though was I had my current raider Rocky with a backup. I may have had a few I slowly built when I was bored but never anywhere near the amount I will build now. Again just my 2 cents...


Sorry, I meant people who can access computer 24h day and don't go to job for 10h and have no access to PC for that time and those who will set up alarm clock every hour during night so they can glutton (hardcores).

Ofcourse, some will write bots so they will glutton everytime debuff falls :) Will get online for 2-3 hours and fill storage.

This game is more fun for programmers (why I didnt chose Java when started programming... need to catch up :) ).
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Re: Game Development: A Fortunate Providence

Postby jorb » Sun Feb 23, 2014 2:08 pm

Aisteraina wrote:With the peak of potential damage being a lone brazier


You don't seem to understand the change we made. It used to be that clusters of braziers worked together toward a maximum damage cap. That same, unchanged cap is now reached instantly by a single brazier.
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Re: Game Development: A Fortunate Providence

Postby gacekssj4 » Sun Feb 23, 2014 2:23 pm

jorb wrote:
Aisteraina wrote:With the peak of potential damage being a lone brazier


You don't seem to understand the change we made. It used to be that clusters of braziers worked together toward a maximum damage cap. That same, unchanged cap is now reached instantly by a single brazier.

Exactly, One brazier = 100 damage, 2 Braziers = 2x 50dmg = 100dmg. 4 braziers = 4x25dmg = 100dmg and so on.
Brazier stacking is pointless now. So no matter how many braziers there are up, damage is always same.

More braziers = more time to destroy = longer time criminal is exposed to constant amount of damage. That would be only adventage of spamming braziers now.

Edit: Jorb, i suppouse nothing has changed about wall-splash-dmg? :)
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Re: Game Development: A Fortunate Providence

Postby naosnule » Sun Feb 23, 2014 2:48 pm

gacekssj4 wrote:More braziers = more time to destroy = longer time criminal is exposed to constant amount of damage.


That is wrong. Red and "out-of-range" braziers may not damage the criminal, but may very well reduce the damage of a nearby active brazier.
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Re: Game Development: A Fortunate Providence

Postby gacekssj4 » Sun Feb 23, 2014 3:07 pm

naosnule wrote:
gacekssj4 wrote:More braziers = more time to destroy = longer time criminal is exposed to constant amount of damage.


That is wrong. Red and "out-of-range" braziers may not damage the criminal, but may very well reduce the damage of a nearby active brazier.

Aren't braziers "Chained"? I mean, when Brazier 1 attacked, bazier nearby supported brazier?

I thought they work like Prism towers in RA2 ( because of animation that chains them while they attack )... http://www.youtube.com/watch?v=ZQWODlIf ... lpage#t=10
Are they not?
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Re: Game Development: A Fortunate Providence

Postby RonPaulFTW » Sun Feb 23, 2014 4:03 pm

jorb wrote:
Aisteraina wrote:With the peak of potential damage being a lone brazier


You don't seem to understand the change we made. It used to be that clusters of braziers worked together toward a maximum damage cap. That same, unchanged cap is now reached instantly by a single brazier.



This is an awesome change as having to grind thousands of iron was awful.

You will still want coverage by more than one brazier to ensure defense against groups.
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Re: Game Development: A Fortunate Providence

Postby Dallane » Sun Feb 23, 2014 4:04 pm

RonPaulFTW wrote:
jorb wrote:
Aisteraina wrote:With the peak of potential damage being a lone brazier


You don't seem to understand the change we made. It used to be that clusters of braziers worked together toward a maximum damage cap. That same, unchanged cap is now reached instantly by a single brazier.



This is an awesome change as having to grind thousands of iron was awful.

You will still want coverage by more than one brazier to ensure defense against groups.


Towns also wont look retarded as all hell with billions of braziers
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Re: Game Development: A Fortunate Providence

Postby uncleseano » Sun Feb 23, 2014 4:20 pm

Dallane wrote:
Towns also wont look retarded as all hell with billions of braziers


...and walls
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