SEPTEMBER Patch Warnings

Announcements of major changes to Salem.

Re: SEPTEMBER Patch Warnings

Postby Tammer » Sun Sep 14, 2014 3:25 pm

Could you let us know what other dimension changes for defenses you are considering in future patches? For example, are you considering changing splash damage distance?

I'm probably going to tear out my walls and replace my brazier turrets and I don't want them to be suddenly poorly planned and vulnerable again in 2 months.
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Re: SEPTEMBER Patch Warnings

Postby Xsardi » Sun Sep 14, 2014 3:28 pm

Dallane wrote:You aren't able to post there?

It's hard for me to write something so 'important' in a foreign language.
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Re: SEPTEMBER Patch Warnings

Postby Dallane » Sun Sep 14, 2014 3:49 pm

Xsardi wrote:
Dallane wrote:You aren't able to post there?

It's hard for me to write something so 'important' in a foreign language.


Perhaps its not that important
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Re: SEPTEMBER Patch Warnings

Postby Whyamihere » Sun Sep 14, 2014 3:59 pm

JohnCarver wrote:*Brazier Range is getting nerfed down to 11 Tile Radius

Plan, fortify, and defend your bases before the patch accordingly. Wall soak will also be going up. Torch posts will be the longer-radius tower option of the future.


As I was trying to figure out how to rearrange my base to fit in a bunch of new braziers to fill in the gaps this would make I reread this. Now that I have I noticed it seems to be saying that we should be planning to use torch post like we used braziers for the wider coverage areas then use braziers to fill in any gaps we have since they will have shorter range so that you can avoid overlap. So my question from that stand point would be is the damage for the torch post going to be adjusted up to make them adequate for mid to late game defense.
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Re: SEPTEMBER Patch Warnings

Postby Feone » Sun Sep 14, 2014 4:18 pm

Whyamihere wrote:
JohnCarver wrote:*Brazier Range is getting nerfed down to 11 Tile Radius

Plan, fortify, and defend your bases before the patch accordingly. Wall soak will also be going up. Torch posts will be the longer-radius tower option of the future.


As I was trying to figure out how to rearrange my base to fit in a bunch of new braziers to fill in the gaps this would make I reread this. Now that I have I noticed it seems to be saying that we should be planning to use torch post like we used braziers for the wider coverage areas then use braziers to fill in any gaps we have since they will have shorter range so that you can avoid overlap. So my question from that stand point would be is the damage for the torch post going to be adjusted up to make them adequate for mid to late game defense.


Will Torchposts also still form groups with braziers & reduce damage?
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Re: SEPTEMBER Patch Warnings

Postby lachlaan » Sun Sep 14, 2014 4:29 pm

11 tiles worth of range for braziers seems a bit .. tightly packed, like Feone was saying. Is this supposed to be an imposed choice, where we make the trade-off of passability for higher security in some areas of the base, and lower defenses around the outskirts?

The idea that braziers might now fill the "gaps" between torchposts seems silly, as the formation is exactly the same, and you just need to slip a couple of braziers inbetween the old ones. Triangleception. The issue is it'll be a total clustertruck of passability, and if the offclaim brazier tactic continues to be usable, clustering your own braziers to make up for that becomes harder.
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Re: SEPTEMBER Patch Warnings

Postby JohnCarver » Sun Sep 14, 2014 6:45 pm

Xsardi wrote:Why not let us to move these braziers? You have to understand how much frustration this patch will bring without such option.


Because Raiders will pick up and move your braziers instead of killing them then.

Whyamihere wrote: So my question from that stand point would be is the damage for the torch post going to be adjusted up to make them adequate for mid to late game defense.

Torchposts already do too much damage. (20 BB a shot).

Feone wrote:Will Torchposts also still form groups with braziers & reduce damage?


This is a tough one we are still deciding. We don't want there to be an incentive to rip down your torchposts and replace them with Braziers. We also are not sure it is the desired effect that a perfectly defended base must have full coverage of both. Still investigating.


As for concerns of tightly packed or tripping over Braziers. I'm not buying it. You now get Brazier coverage on 380 Tiles for each Brazier. If you cannot afford 1 out of every 380 tiles in your base for a Brazier then you have a horrid base layout and should start over anyway.

Yes you now have a choice. Braziers in high concentration dmg but small range, or torch posts with their larger range but lower dmg. I would NOT get hung up on the whole overlapping thing. I have my doubts that will stay. Players already build brazier clusters in group of four anyway so it won't be a far stretch that players will be expected to have clusters of braziers for max damage while a single will do proportionately less.
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Re: SEPTEMBER Patch Warnings

Postby Feone » Sun Sep 14, 2014 7:04 pm

I think one of the main concerns people (myself included) are having is changes to defenses will require us to redesign/adjust our bases to be secure.

In many cases this will be a significant amount of work, I don't think anyone wants to have to redo all of it next month, and the month after that again etc. Having more details on what we should be design for when the mechanics are done would be helpful.
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Re: SEPTEMBER Patch Warnings

Postby lachlaan » Sun Sep 14, 2014 7:05 pm

JohnCarver wrote: I would NOT get hung up on the whole overlapping thing. I have my doubts that will stay. Players already build brazier clusters in group of four anyway so it won't be a far stretch that players will be expected to have clusters of braziers for max damage while a single will do proportionately less.


380 tiles is just its full area, for proper coverage you still need a bit of overlapping (Don't want people eating while hanging out in the gaps). Granted that if the current mechanic of damage being divided between overlapping braziers stops being a thing in the upcoming patch, that'll change the game entirely and hopefully make for more viable setups/placement. I'm curious wether you intend for the overlapping mechanic to go out the window for this patch or wether you intend for us to destroy our own base twice in a row, assuming we want to stay defended under the threat of (i'm just assuming) easier to build wallbreaker chars.

Oh and also, I'm really curious wether the increased soak on walls (all walls?) is just a temporary thing to counter the obtainable humours with the new purity/gluttony systems, or wether it's an entirely separate thing.
I ask this because I remember you saying you want less developped players to be able to scare the giants should they obtain a scent. How would someone with four 100ish humour characters ever hope to break into a (for example) Tribe base to get revenge, considering the higher soak values on walls?

Pre-post edit : Totally agree with Feone, a do-over every month sounds horrid.
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Re: SEPTEMBER Patch Warnings

Postby JohnCarver » Sun Sep 14, 2014 7:06 pm

I'll try to post them at they become more concrete. In the meantime, players would be wise to drop torch posts next to their existing brazier clusters if they are still expecting full coverage on their walls/base after the next patch. Alternatively, more aggressive players can begin building 'full' brazier coverage by making sure they have 11 radius coverage around their base.

The proposed do-overs seems like poor planning or some wild assumptions on the future. Unless you consider 'increasing' your bases a 'do-over'. It is far too simple to gain full protection for your base and so you will see in the following months steps taken to be sure that bases require the appropriate amount of effort to secure.

As for wall soak. I 'hope' that the new soak values can hold as the final ones. However, I will be monitoring the humors gained in the new food and purity system and it is my intention that there is always at least 1 wall-type available to build which has higher soak than all but the top 1% of the population. For example, less than 1% of Salem Players can break the soak on a Brick Wall at this point. (Cannon's Excluded)

As for the Titans being untouchable, in addition to cannons, effort is being made that you would have additional recourse that does not require the same effort against a scented player.
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