Development Roadmap

Announcements of major changes to Salem.

Re: Development Roadmap

Postby Procne » Wed Oct 01, 2014 2:11 pm

Will the new stall allow me to drop, for example, to put 500 cabbage leaves on sale?

Will there be some rounding issues with taxes when selling stuff at low prices? For example if the tax was 25% and the price was 2s will I get 1.5s or 1s?
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Re: Development Roadmap

Postby iamah » Wed Oct 01, 2014 3:57 pm

I wonder what the devs want for the future, in terms of defenders versus attackers.

Should defenders have the upper hand so a loner would have good chances of survival?

Or will attackers have the favors of the devs and be able to stomp bases with a couple friends?

When I think about playing Salem again this is the main question in my mind.
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Re: Development Roadmap

Postby JohnCarver » Wed Oct 01, 2014 9:38 pm

iamah wrote:I wonder what the devs want for the future, in terms of defenders versus attackers.

Should defenders have the upper hand so a loner would have good chances of survival?

Or will attackers have the favors of the devs and be able to stomp bases with a couple friends?

When I think about playing Salem again this is the main question in my mind.


Online defenders with no scents have the advantage.

Online defenders with scents have the advantage

Offline Defenders with no scents as difficult to destroy.

Offline Defenders with scents are easy to destroy.


General principles.
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: Development Roadmap

Postby Blood » Thu Oct 02, 2014 2:04 am

I am a bit curious about how you plan on implementing the stalls if you can give us a bit of information such as:
Stack limits
Unique item limits (is it going to be 6 like last time or more like current npc stalls)
tax?
Unique names to stalls? or can we change the colour of the tarp over it?
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Re: Development Roadmap

Postby RonPaulFTW » Thu Oct 02, 2014 2:20 am

Blood wrote:I am a bit curious about how you plan on implementing the stalls if you can give us a bit of information such as:
Stack limits
Unique item limits (is it going to be 6 like last time or more like current npc stalls)
tax?
Unique names to stalls? or can we change the colour of the tarp over it?


This and:

Any Requirements for ownership - like only one stall per town
Can stalls buy items
Prices for best locations

.

Any thought to letting towns build internal stalls or stalls with low tax rates out in the wild that people can travel to for much lower prices.
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Re: Development Roadmap

Postby firefox2026 » Thu Oct 02, 2014 4:42 am

sorry for my laziness in trying to sift through the old posts but does the picture imply there will be a new mining system? or is that what was done in the last patch?
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Re: Development Roadmap

Postby JohnCarver » Thu Oct 02, 2014 7:37 am

firefox2026 wrote:sorry for my laziness in trying to sift through the old posts but does the picture imply there will be a new mining system? or is that what was done in the last patch?


There will be a new mining system. But not in the next patch.

Stalls are not going the direction I'm sure many are looking for, but as with everything we do, that doesn't mean it has to be the end of the discussion or development of the item.

Private, off boston, stalls are not going to be a thing. I don't necessarily see anything wrong with it other than I would want such a thing destroyable, which I think would then mean nobody would use it given the huge map sizes. Sure its nice if a town had one for their own members, but you can also leave things in a community shed etc. etc. if it is just for your own town.

Taxes will be high.

Only one character per stall.

No you cannot alt spam stall ownership.

The rest of their mechanics will will be pretty similar to those who remember them in pre-providence days.
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: Development Roadmap

Postby jesi » Thu Oct 02, 2014 7:59 am

JohnCarver wrote:
Offline Defenders with no scents as difficult to destroy.


But it will be possible? What do you mean by "destroy"?
aptson wrote:
when i make posts on the forums i expect people to spell it out for me because i am new . .
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Re: Development Roadmap

Postby JohnCarver » Thu Oct 02, 2014 8:00 am

jesi wrote:But it will be possible? What do you mean by "destroy"?


You cannot kill an offline player with no scents, you can still destroy their base through a herculean effort.
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: Development Roadmap

Postby firefox2026 » Thu Oct 02, 2014 8:10 am

There will be a new mining system. But not in the next patch.


so are you guys thinking of something different like so you don't have to start a fire and wait an hour for each tile you want to mine? Then so when you mine you would get ore sometimes or just stone boulders.
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