A Brave New Salem

Announcements of major changes to Salem.

Re: A Brave New Salem

Postby JohnCarver » Fri Jun 06, 2014 12:19 pm

Champie wrote:a deluded amatuer


I think I will enjoy your tears most of all.
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.

Nsuidara wrote:it is a strange and difficult game in no positive way
User avatar
JohnCarver
Site Admin
 
Posts: 6826
Joined: Fri Jun 06, 2014 3:02 am

Re: A Brave New Salem

Postby cannibalkirby » Fri Jun 06, 2014 12:20 pm

Champie wrote:
Jalpha wrote:
JohnCarver wrote: As most solutions to help the players get the bad guy have the nasty effect of simultaneously enabling him.


This has unfortunately been the result every attempt so far.


Which is what makes this whole drama that jorb has created into a Tragedy. The inevitable failure of a deluded amatuer "consulted" by the guys who gave up because they couldn't figure out the hard stuff. The hard stuff being ACTUALLY making a game instead of a grind simulator.

but please don't remove grind, grind makes alot of games fun and rewarding (IE Dragonquest classes and metal slimes lol) and yes I'm so down for slower skill progression to make it so someone can't advance to being able to create everything in just a matter of days
Ikpeip wrote:How can I be derailing my own thread?
User avatar
cannibalkirby
 
Posts: 527
Joined: Tue Oct 15, 2013 11:39 am
Location: Ronoake

Re: A Brave New Salem

Postby Champie » Fri Jun 06, 2014 12:24 pm

JohnCarver wrote:
Champie wrote:a deluded amatuer


I think I will enjoy your tears most of all.


ah, sometimes the author cannot help but include autobiographical details in his characters. Jorb's thirst for tears is evident in this flawed character.
User avatar
Champie
 
Posts: 883
Joined: Sun Nov 11, 2012 7:24 pm

Re: A Brave New Salem

Postby JohnCarver » Fri Jun 06, 2014 12:27 pm

cannibalkirby wrote:but please don't remove grind,


This is a great opportunity for me to share our thoughts on Grind. Continuous, repetitive, and mind-numbing grind is not fun. However, not every aspect of every game must always be fun. The entire reason that Mortal Moments exists is because we were tired of the constant positive progression and non-stop rewards jammed down our throats on every major title. Without at least some level work required and requested of us we could never place any real value on our accomplishments. It is for that reason that we have placed "Grind" on our "what is great about Salem". So this then brings up the big development question, how do you make something that is primarily not fun to be a fundamental concept of a game? The great equalizer to this is interesting. We are not necessarily looking for a fun grind, and we are certainly not looking for NO grind, but we are looking for an interesting grind. Something where milestones are more frequent and rewarding, outcomes are more random and exciting. As a general concept: You may be doing the same thing you have done a hundred times, but you might not get the same thing you got the last 100 times. We wish to explore the grind elements of Salem under that microscope and hear your feedback once we do.
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.

Nsuidara wrote:it is a strange and difficult game in no positive way
User avatar
JohnCarver
Site Admin
 
Posts: 6826
Joined: Fri Jun 06, 2014 3:02 am

Re: A Brave New Salem

Postby cannibalkirby » Fri Jun 06, 2014 12:29 pm

Pras to the new gods of Salem
Ikpeip wrote:How can I be derailing my own thread?
User avatar
cannibalkirby
 
Posts: 527
Joined: Tue Oct 15, 2013 11:39 am
Location: Ronoake

Re: A Brave New Salem

Postby Ukhata » Fri Jun 06, 2014 12:32 pm

easy...

make progress visible in your grind.
show that it has use.
currently people dont mind the purity grind AS much because you see the numbers go up.
something visibly increasing is a reward in itself.
make sure that is included and its fine.
a grind isnt bad if you can SEE the reward even if you achieve it after a long time or even never.

so, in this make sure we can see the result of making a purity item before we make em.
for example, before we click craft on a flower pot let us see the resulting purity. seeing the result before you get it is awesome, even if you never do get it.
User avatar
Ukhata
 
Posts: 308
Joined: Thu Jan 02, 2014 9:58 pm

Re: A Brave New Salem

Postby Champie » Fri Jun 06, 2014 12:33 pm

JohnCarver wrote:
cannibalkirby wrote:but please don't remove grind,


This is a great opportunity for me to share our thoughts on Grind. Continuous, repetitive, and mind-numbing grind is not fun. However, not every aspect of every game must always be fun. The entire reason that Mortal Moments exists is because we were tired of the constant positive progression and non-stop rewards jammed down our throats on every major title. Without at least some level work required and requested of us we could never place any real value on our accomplishments. It is for that reason that we have placed "Grind" on our "what is great about Salem". So this then brings up the big development question, how do you make something that is primarily not fun to be a fundamental concept of a game? The great equalizer to this is interesting. We are not necessarily looking for a fun grind, and we are certainly not looking for NO grind, but we are looking for an interesting grind. Something where milestones are more frequent and rewarding, outcomes are more random and exciting. As a general concept: You may be doing the same thing you have done a hundred times, but you might not get the same thing you got the last 100 times. We wish to explore the grind elements of Salem under that microscope and hear your feedback once we do.


jorb, I think you are plagiarizing this character's dialogue from the "I have a game idea" thread on mmorpg.com. At least it sounds as obtuse and naive as many I have read.

Instead of all this exposition by your main character, I think you should dazzle the audience with at least ONE game that the character has created. I don't mean a fancy 3D game or even a polished 2D side scroller. I think the audience would be pleasantly shocked to find out that this character has actually designed a set of mechanics, wrapped them in a theme and presented it to others for them to enjoy. Heck, I think most of your audience would be giddy if he gave a link to a tic-tac-toe game he created from following java beginner tutorials on YouTube.

Give us a plot twist, otherwise this story will degrade in something similar to "Lost In Translation"
User avatar
Champie
 
Posts: 883
Joined: Sun Nov 11, 2012 7:24 pm

Re: A Brave New Salem

Postby Kaios » Fri Jun 06, 2014 12:34 pm

Champie no offense, I'm somewhat skeptical as well but you're coming off a little crazy
Kaios
 
Posts: 793
Joined: Wed Aug 01, 2012 1:25 am

Re: A Brave New Salem

Postby Champie » Fri Jun 06, 2014 12:37 pm

Kaios wrote:Champie no offense, I'm somewhat skeptical as well but you're coming off a little crazy


That's not a surprise, I am reflecting the delusion inherent in all of this ****. Have you seen a single game that this character MushMouth has created?
User avatar
Champie
 
Posts: 883
Joined: Sun Nov 11, 2012 7:24 pm

Re: A Brave New Salem

Postby Jalpha » Fri Jun 06, 2014 12:40 pm

Professor Gu Zhongmao wrote:These projects are beautiful to scientists, but nightmarish to engineers
User avatar
Jalpha
 
Posts: 1044
Joined: Mon Oct 01, 2012 5:04 am

PreviousNext

Return to Announcements

Who is online

Users browsing this forum: No registered users and 22 guests