A Brave New Salem

Announcements of major changes to Salem.

Re: A Brave New Salem

Postby dunehammer2014 » Wed Jun 11, 2014 1:46 am

I think it not the time to judge where to go on a sinking ship.we need to repair the ship first,plz give us more game contents as soon as possible,I don't care about the ***** like so-called end game content.
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Re: A Brave New Salem

Postby Frakked » Wed Jun 11, 2014 2:35 am

dunehammer2014 wrote:I think it not the time to judge where to go on a sinking ship.we need to repair the ship first,plz give us more game contents as soon as possible,I don't care about the ***** like so-called end game content.


Well the easiest additions won't be near Boston. Have you sojourned into the Deep yet? Can you hunt argo's there?

You might be prime for new additions... otherwise you are KO... if not dead forever... who knows what Witches can do?
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Re: A Brave New Salem

Postby alagar » Wed Jun 11, 2014 5:22 am

Frakked wrote:
alagar wrote:Can i ask you how much you paid for the game? :P

Also i wan't more things to do in this game, just purity grinding is a pain in the a**


As the game is today- purity grind is King; there's no avoiding it.

However, you can spend time exploring for purity resources which are rare; improving your metal/coppper quality by building new Mines, best silver is from Argo Trophys (find them under Wall paper once you learn Joinery)... worth 250s each, and finally mapping out your neighbors to salvage when they quit or fail to pay rent.

Or you can raid; salvage and kill others as is. However there are very stiff penalties for that atm... do some research before you leave scents.


Searching for high purity resources is the part of the grind i said, it's not so boring like feeding worms, but since i need something about 10% to do a final product of 2%, its a f* hard work.
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Re: A Brave New Salem

Postby alloin » Wed Jun 11, 2014 12:46 pm

JohnCarver wrote:*Scaling down Crickets so a noobs first encounter in Salem combat (without a storepack) isn't a 98% chance of failure.

You should scale down rabbits, since they (should/)are the first and easiest creatures ingame...
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Re: A Brave New Salem

Postby Feone » Wed Jun 11, 2014 12:53 pm

alloin wrote:
JohnCarver wrote:*Scaling down Crickets so a noobs first encounter in Salem combat (without a storepack) isn't a 98% chance of failure.

You should scale down rabbits, since they (should/)are the first and easiest creatures ingame...


I don't think scaling down creatures is a good idea. This game is rather brutal, people should realise early on that jumping in without a little bit of research is a bad idea. Getting KOed by a cricket is a good way of doing so without costing them too much.

As for bunnies etc, it's pretty hard to lose to them if you are even slightly careful. Turkeys hurt a bit more but even they aren't very tough to take out on a 5/5/5/5, just takes a little longer than a bunny. Crickets are trickier, but after killing a few bunnies a 5/5/5/5 has a decent chance to beat one. At least that's how I experienced my first hunting steps.
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Re: A Brave New Salem

Postby killertomas2 » Wed Jun 11, 2014 5:54 pm

john keep up the work cant wait to see this old community grow
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Re: A Brave New Salem

Postby neored9 » Thu Jun 12, 2014 12:05 am

Can you tell us anymore about what kinda changes we can expect to skills and or how we use them?
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Re: A Brave New Salem

Postby DarkNacht » Thu Jun 12, 2014 10:17 am

alloin wrote:
JohnCarver wrote:*Scaling down Crickets so a noobs first encounter in Salem combat (without a storepack) isn't a 98% chance of failure.

You should scale down rabbits, since they (should/)are the first and easiest creatures ingame...

Rabbits are fairly easy even as a noob, though making March Hares only spawn in the darkness might not be a bad idea. It always sucks to be unlucky noob and get KOed at a bad time by these things. I've seen them spawn in Prov even and the last thing we want is noobs getting robbed in Prov just because the RNG decided to say ***** you.
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Re: A Brave New Salem

Postby cannibalkirby » Thu Jun 12, 2014 12:07 pm

adding in a few new creatures that are partial to certain biomes would be nice, such as argopelters are to autums only, this would encourage a larger need for a hunter role in a party :)
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Re: A Brave New Salem

Postby alagar » Thu Jun 12, 2014 6:37 pm

/\ this

And adding some random things to make the map exploration less monotonous.
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