A Brave New Salem

Announcements of major changes to Salem.

Re: A Brave New Salem

Postby JohnCarver » Sun Jun 08, 2014 8:40 am

martinuzz wrote:Won't that reach a point fast where that lucky field does not produce enough seeds, to replant the amount of fields needed to have a chance to get that next lucky jump higher?


No, it will reach a point (not exactly fast) where the lucky field will need to have the appropriate plenty bonus to make sure it generates enough seeds to replace the necessary fields to jump again. Making Plenty a necessity for Purity in addition to a mechanic to just gather an abundance of goods.

Potjeh wrote:The point is that meaningful progress will eventually cease. You're not solving the issue, you're just delaying it. All it accomplishes is allowing more cycles of the same old gluttony, which has too many cycles as it is.


What exactly is your position? That purity should have no cap? Or an achievable cap? Or that humours should reach some kind of max cap? At the point where we artificially snuff out a players ability to grow, what should we encourage him to do?
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.

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Re: A Brave New Salem

Postby martinuzz » Sun Jun 08, 2014 8:42 am

I can't say I think I like that solution.
You know how much frigging lime digging that would need, since you would have to push ALL your fields to crazy plenty, cause there's no way to tell which of those fields will get the lucky raise.
Lime digging is probably the most boring, mindkilling task in the whole game. You sure you want to make purity raising depend on that?
Did Claeyt shut up yet?
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Re: A Brave New Salem

Postby Potjeh » Sun Jun 08, 2014 8:45 am

My point is that late game should be player to player interaction, not infinite preparation for player to player interaction.
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Re: A Brave New Salem

Postby martinuzz » Sun Jun 08, 2014 8:46 am

Potjeh wrote:My point is that late game should be player to player interaction, not infinite preparation for player to player interaction.


Well put
+1
Did Claeyt shut up yet?
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Re: A Brave New Salem

Postby JohnCarver » Sun Jun 08, 2014 8:48 am

martinuzz wrote:I can't say I think I like that solution.
You know how much frigging lime digging that would need, since you would have to push ALL your fields to crazy plenty, cause there's no way to tell which of those fields will get the lucky raise.


How much you would need to do what exactly? I realize you are at a disadvantage as I currently have the formula and you do not. However, I have already shared you won't be getting 100% so the purity you wish to obtain is entirely up the user. We have set the formula in a simulation that results in a player running a number of fields at a plenty value we feel is obtainable on a casual to committed schedule @ 70%. He won't get better stuff until and unless he gets a string of lucky jumps, Then he will only be temporarily higher if he isn't willing to up his workload to maintain that purity. Meanwhile, an entire town making the same effort might be able to get their product to 85% thanks to the "Share the wealth" mentality on a nice jump on your neighbors farm you helped plenty etc. Either way, purity (on fields) is currently being balanced so those that are willing to farm strategically and cooperatively will have slightly better product than those who don't. If you wanted to just throw random stuff into the ground and see what happens you will still find yourself jumping up to a reasonable purity over time before you must be smarter about your methods.
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
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Re: A Brave New Salem

Postby martinuzz » Sun Jun 08, 2014 8:56 am

"need more lime slaves" is not exactly my definition of "farm strategically and cooperatively"
Did Claeyt shut up yet?
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Re: A Brave New Salem

Postby Tamasin » Sun Jun 08, 2014 9:00 am

Please don't make me have to dig tons of lime again
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Re: A Brave New Salem

Postby Potjeh » Sun Jun 08, 2014 9:03 am

Meh, lime bots are about as easy to make as bots can get.
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Re: A Brave New Salem

Postby JohnCarver » Sun Jun 08, 2014 9:07 am

Potjeh wrote:My point is that late game should be player to player interaction, not infinite preparation for player to player interaction.


As referenced above. A farming co-op will have a much better chance to maintain higher purities than somebody on his own. There is also a "Class" system which we have yet to discuss in any depth but I feel with you bringing up the social interaction now is as good a time as any. Social interaction is very important to us hence changes to the main town to influence players to spend just a bit more time there. I use the term class very delicately here as it is a self-given title at best. A series of skills that a player who obtains a certain level of proficiency will say "Hey Guys, I am a Hunter". So on that example, we spent a fair amount of effort obtaining artists, modelers, texturers, and animators that could work well within the style of Salem so we could further explore concepts long forgotten.

Here is a piece of art we obtained rights to when purchasing the Intellectual Property from PDX. If I recall correctly this was published long ago in a fankit as well.

Image

And here is our own personal latest attempt to replicate the style and flesh out the concept of specialized trades/classes

Image

While each class has a "Perk" to themselves for obtaining prestigious milestones in their advancement. They also have a bonus to their towns and friends. You will want to know a hunter, you will want to have one in your town even more for the benefits he brings. Nothing would make us happier to see town recruitment threads "XXXX Town looking for Miner" or "Miner LF Town". We feel that right now a specific player doesn't bring enough value to a town to make him worth the spy risk. Giving players skills and benefits that add to the overall group they affiliate with is one way we wish to solve the problem.
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
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Re: A Brave New Salem

Postby Thor » Sun Jun 08, 2014 9:16 am

Welcome new developers of Salem!

Well I'm glad to see some new blood developing this "diamond in the rough".
There isn't really much you can do worse than the previous ones.. ;)
I'm looking forward to next patch and definitely will come to check it out!
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