The Winds of Change

Announcements of major changes to Salem.

Re: The Winds of Change

Postby Feone » Mon Jun 23, 2014 4:49 pm

JohnCarver wrote:Pavement currently increases the speed at which you can pull a cart over them. Streets are essentially useful in that regard. Arguably they could be made more useful though.


They come with a major downside for those wishing to remain hidden though (the visibility on the minimap). Carts are also horribly annoying to get trough gates and as such of little use (imo) within encampments. A longer distance road would be a lot of work and perhaps only useful to a lime,clay, purity water or mine area. However it'd also be a giant "Keep an eye on this area, there's loot!" sign.

I'd say they have little value other than aesthetics.
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Re: The Winds of Change

Postby Dallane » Mon Jun 23, 2014 4:51 pm

Feone wrote:I'd say they have little value other than aesthetics.


You clearly haven't been hauling things around for a large town.
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Re: The Winds of Change

Postby JohnCarver » Mon Jun 23, 2014 5:01 pm

I definitely agree they can be improved. Also July 4th Patch already adjusts so that digging up a players roads takes more phlegm than the player who laid it down. We will most likely address these though when we get around to wagons and the ability to transport large amount of goods over greater distances (to get rid of the need to port things through Providence).
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Re: The Winds of Change

Postby Scilly_guy » Tue Jun 24, 2014 3:17 pm

JohnCarver wrote:I definitely agree they can be improved. Also July 4th Patch already adjusts so that digging up a players roads takes more phlegm than the player who laid it down. We will most likely address these though when we get around to wagons and the ability to transport large amount of goods over greater distances (to get rid of the need to port things through Providence).

I can only fore see that you can get rid of 'porting things through town by removing the ability to fast travel to town from every character.
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Re: The Winds of Change

Postby Potjeh » Tue Jun 24, 2014 3:22 pm

Yeah, I don't see any wagon, no matter how big, being more efficient than Boston port as long as there is a need to get materials that are fairly far from your base (such as lime or forage from purity spots).
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Re: The Winds of Change

Postby JohnCarver » Tue Jun 24, 2014 4:09 pm

Potjeh wrote:Yeah, I don't see any wagon, no matter how big, being more efficient than Boston port as long as there is a need to get materials that are fairly far from your base (such as lime or forage from purity spots).


Our Purity patch nearly completely abandons the relevancy of having purity gathered from various areas of the world. Its a fun little tidbit when foraging to say "Oh hey, look at the purity on this one how neat". But not related to any of the real systems of advancement. A player who spends even a solid week on the real system should find that he has outpaced anything he can gather in the wild.
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: The Winds of Change

Postby Potjeh » Tue Jun 24, 2014 4:16 pm

That is good news indeed. Scouring the world for these invisible spots wasn't fun. I mean, it'd be cool if it was a minor thing, but it's tedious if it's something you *have* to do.
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Re: The Winds of Change

Postby Kandarim » Tue Jun 24, 2014 4:17 pm

JohnCarver wrote:
Potjeh wrote:Yeah, I don't see any wagon, no matter how big, being more efficient than Boston port as long as there is a need to get materials that are fairly far from your base (such as lime or forage from purity spots).


Our Purity patch nearly completely abandons the relevancy of having purity gathered from various areas of the world. Its a fun little tidbit when foraging to say "Oh hey, look at the purity on this one how neat". But not related to any of the real systems of advancement. A player who spends even a solid week on the real system should find that he has outpaced anything he can gather in the wild.


This sounds promising :)
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Re: The Winds of Change

Postby JohnCarver » Tue Jun 24, 2014 4:21 pm

Actually, my previous statement was a bit inaccurate on a technical level. Items found in the wild in the new system only have different levels of impurities on them. Their purity is actually the same. Confusing I'm sure, but we have been moving away from the formula of Purity. Currently in our tests we have determined purity via an assessment against the totality of the impurities on the item and then represented by their shortfall when attempting to sum to 100.
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: The Winds of Change

Postby simple » Tue Jun 24, 2014 5:18 pm

JohnCarver wrote:Actually, my previous statement was a bit inaccurate on a technical level. Items found in the wild in the new system only have different levels of impurities on them. Their purity is actually the same. Confusing I'm sure, but we have been moving away from the formula of Purity. Currently in our tests we have determined purity via an assessment against the totality of the impurities on the item and then represented by their shortfall when attempting to sum to 100.


That means u still have the same 4 elements, but a 25/25/25/25 and 100/0/0/0 items can be the same if they have the same level(s?) of "impurities"?
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