Map Size Fixes

Forum for suggesting changes to Salem.

How should Mortal Moments fix the Map Size?

Disable a % of the Map
19
17%
Disable Churches and Shrink Darkness
14
12%
Carriages and/or Player Built Fast Travel
81
71%
 
Total votes : 114

Re: Map Size Fixes

Postby JohnCarver » Sat Oct 18, 2014 9:29 am

Potjeh wrote:Well, the main reason people wouldn't use neighbourhood things is that building most things is well within reach of a hermit. IMO we need more high end buildings that take combined efforts of a whole community to build. People would use those because everyone making their own would be impractical.


And in that regard how do you feel the balance on a church and windmill's materials are? Buildings with even more mats? Are they good? Or too much?
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: Map Size Fixes

Postby Potjeh » Sat Oct 18, 2014 9:40 am

Church is just fine, as you'd only need to get yourself and your purse to it. Windmill wouldn't quite work because you'd lose more time walking to it and back than you'd save on grinding. It's still a hefty investment so I don't think every hermit will build one, but it'd need to give better benefits for people to bother walking to it. But yeah, materials are just about right for them to be projects for a small community, but I'd love to see projects for big communities. A cathedral, for example, that takes like 10x the materials a church does.

Speaking of windmills vs querns, I think it'd be nice if there were fancy version of other economic buildings. For example, industrial smelters that give a better payout, but cost a ridiculous amount of resources. The general principle should be that it'd take way too long for these things to pay themselves off if they're built and used by just one guy, but if the cost and benefits are spread over many people they'd be more than worthwhile.
Last edited by Potjeh on Sat Oct 18, 2014 9:44 am, edited 1 time in total.
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Re: Map Size Fixes

Postby Ukhata » Sat Oct 18, 2014 9:43 am

Potjeh wrote:Church is just fine, as you'd only need to get yourself and your purse to it. Windmill wouldn't quite work because you'd lose more time walking to it and back than you'd save on grinding. It's still a hefty investment so I don't think every hermit will build one, but it'd need to give better benefits for people to bother walking to it. But yeah, materials are just about right for them to be projects for a small community, but I'd love to see projects for big communities. A cathedral, for example, that takes like 10x the materials a church does.


and takes a minimum devotion to built and other such thing that the church gives in the first place.

if you build it in darkness, a larger area that is darkness free for all the people that are part of the congregation?
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Re: Map Size Fixes

Postby DarkNacht » Sat Oct 18, 2014 9:54 am

Saw mills should be a very expensive end game structure. Let people load 8-10 logs in it and have it produce boards a bit faster than stamp mills. If its expensive enough it will encourage people in the area to just build one and do their tree farming in a communal area around the mill.
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Re: Map Size Fixes

Postby jesi » Sat Oct 18, 2014 1:01 pm

DarkNacht wrote:Saw mills should be a very expensive end game structure. Let people load 8-10 logs in it and have it produce boards a bit faster than stamp mills. If its expensive enough it will encourage people in the area to just build one and do their tree farming in a communal area around the mill.

Making boards is no longer an issue with the hand saw available.
something to chop trees down, now that would be useful
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: Map Size Fixes

Postby Procne » Sat Oct 18, 2014 1:06 pm

jesi wrote:
DarkNacht wrote:Saw mills should be a very expensive end game structure. Let people load 8-10 logs in it and have it produce boards a bit faster than stamp mills. If its expensive enough it will encourage people in the area to just build one and do their tree farming in a communal area around the mill.

Making boards is no longer an issue with the hand saw available.
something to chop trees down, now that would be useful


I use analt for that. Give him an axe, some +woodworking cloths and send him to chop stuff while I work on my main
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Re: Map Size Fixes

Postby jesi » Sat Oct 18, 2014 2:01 pm

Procne wrote:I use analt for that. Give him an axe, . . .


Man, doesn't that hurt even a little.
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: Map Size Fixes

Postby Potjeh » Sat Oct 18, 2014 3:45 pm

Anyway, yeah, the basic idea is that somebody builds an expensive building, neighbours use it because it's superior to the basic production facilities in one way or another, the owner gets a percentage of the production. Does this sound like something that'd work, JC?
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Re: Map Size Fixes

Postby JohnCarver » Sat Oct 18, 2014 4:55 pm

Potjeh wrote:Anyway, yeah, the basic idea is that somebody builds an expensive building, neighbours use it because it's superior to the basic production facilities in one way or another, the owner gets a percentage of the production. Does this sound like something that'd work, JC?


I'm not opposed to these HUGE landmark buildings.

I also think they shouldn't decay so that players can leave them off claim and not have to bother with access.

I'm still skeptical that 'neighbors' are making the journey to them tho to do things and would like to see ideas for large expensive buildings that neighbors would travel to in order to use. Also I would want to know why the person who makes these buildings wouldn't just put them on their claim and keep them for themselves.
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: Map Size Fixes

Postby Potjeh » Sat Oct 18, 2014 6:23 pm

Industrial smelter that I mentioned could be a good one. Basically, a smelter with 4x the slots that still uses 15 coal to light. With this you can cut your coal and lime consumption by 3/4, which saves you a lot of work, so it'd be worth a short hike. Or you could put in a ton of lime to squeeze more iron out of that lucky high purity ore boulder.

DarkNacht mentioned sawmill, I think that could work too. IMO it should saw boards nearly instantly, so dragging a cart (or even better, a wagon when we get those) of logs to a sawmill would still wind up saving you time (and phlegm).

As for why the owner would leave them accessible to neighbours, that's the percentage part thingy. These buildings would retain a part of the production in a special inventory that only the owner can take from without leaving scents. So yeah, the more people you have using your buildings, the more free stuff you get.
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