Development Roadmap

Announcements of major changes to Salem.

Re: Development Roadmap

Postby Inotdead » Sun Jun 22, 2014 4:57 pm

loftar wrote:The reason we have opted against it thus far (though I'm still not apodictically opposed to it) is because of the experiences we have had of similar mechanics in Haven, such as from the time when decay on structures was always active, even on claims. With such mechanics, it's often a pain to log in after some minor time of inactivity and notice all the decay around you and realize the boring upkeep you'll have to go through to restore entropy.


I agree. It wouldn't be such a pain if there were a tool to mass repair walls though. Or some repair-bot-thing which you throw stuff into and it automatically repairs objects over extended periods of time :lol:
But for me personally it wasn't that bad anyway. Maybe because I tend to prefer small, tightly-packed claims.

loftar wrote:The mechanic we currently consider most viable in terms of perishable food is to differ between fresh and conserved food, like the difference between a freshly-cooked Sunday Steak on the one hand and dried fish on the other hand. As long as there are steady-states in the system, I suspect it might still be a fun mechanic, but we haven't been sure enough to dare try it.


Pretty much what I was thinking. Should be something like that with clothes too, like you wouldn't plow in silken garments, would you?
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Re: Development Roadmap

Postby loftar » Sun Jun 22, 2014 5:02 pm

Inotdead wrote:It wouldn't be such a pain if there were a tool to mass repair walls though.

It is better in that you now "merely" have to keep the mass-reparation-machine fed with granite or bricks or whatever it might be, rather than also having to manually walk around with them, but I'm not so sure that it's not just a pain still.
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Re: Development Roadmap

Postby Inotdead » Sun Jun 22, 2014 5:11 pm

loftar wrote:It is better in that you now "merely" have to keep the mass-reparation-machine fed with granite or bricks or whatever it might be, rather than also having to manually walk around with them, but I'm not so sure that it's not just a pain still.

Well I don't have an exact solution with literally zero experience in game design, but having absolutely no decay feels like over-simplifying things.
It shouldn't be that bad to have to grind a bit here or there, but with long walls it felt just monotonous as hell.
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Re: Development Roadmap

Postby jesi » Sun Jun 22, 2014 6:03 pm

loftar wrote:
Inotdead wrote:Swords get dull, clothes become tattered and food gets spoiled - it's only logical.

. . .

The mechanic we currently consider most viable in terms of perishable food is to differ between fresh and conserved food, like the difference between a freshly-cooked Sunday Steak on the one hand and dried fish on the other hand. As long as there are steady-states in the system, I suspect it might still be a fun mechanic, but we haven't been sure enough to dare try it.



Only if you let us smoke meat in the meatsmoker. We should also be able to either can vegetables or put them in a container in the ground to preserve them. Kim chee anyone?
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Re: Development Roadmap

Postby loftar » Sun Jun 22, 2014 6:51 pm

Inotdead wrote:[...] having absolutely no decay feels like over-simplifying things. It shouldn't be that bad to have to grind a bit here or there, but with long walls it felt just monotonous as hell.

Sure, I guess my main point is that use-based decay such as durability is probably more fun than the passive decay that works all the time.
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Re: Development Roadmap

Postby TotalyMeow » Sun Jun 22, 2014 7:07 pm

I've made a thread with a poll about the decay issue as I think it will make it easier to see what all of you want.
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Re: Development Roadmap

Postby Whyamihere » Sun Jun 22, 2014 7:23 pm

jesi wrote: Only if you let us smoke meat in the meatsmoker. We should also be able to either can vegetables or put them in a container in the ground to preserve them. Kim chee anyone?


Speaking of the meat smoker when we get animals like cows and pigs is there any plans to add some new stuff for the meat smoker to make it useful. Right now everything that can be done in it can be done by the fireplace plus more. I like the idea of smoked meats maybe some ribs and the like.
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Re: Development Roadmap

Postby JohnCarver » Sun Jun 22, 2014 7:24 pm

Whyamihere wrote:Speaking of the meat smoker when we get animals like cows and pigs is there any plans to add some new stuff for the meat smoker to make it useful. Right now everything that can be done in it can be done by the fireplace plus more. I like the idea of smoked meats maybe some ribs and the like.


So do we.
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Re: Development Roadmap

Postby Whyamihere » Sun Jun 22, 2014 7:30 pm

JohnCarver wrote:
Whyamihere wrote:Speaking of the meat smoker when we get animals like cows and pigs is there any plans to add some new stuff for the meat smoker to make it useful. Right now everything that can be done in it can be done by the fireplace plus more. I like the idea of smoked meats maybe some ribs and the like.


So do we.


Great can't wait to see what you guys come up with.
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Re: Development Roadmap

Postby joshnpk » Sun Jun 22, 2014 8:31 pm

JohnCarver wrote:
Whyamihere wrote:Speaking of the meat smoker when we get animals like cows and pigs is there any plans to add some new stuff for the meat smoker to make it useful. Right now everything that can be done in it can be done by the fireplace plus more. I like the idea of smoked meats maybe some ribs and the like.


So do we.


Be cool if you could marinate the meat in various different marinades before smoking, which would effect what kind of humors it raised.
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