Stocking up on Tears

Announcements of major changes to Salem.

Re: Stocking up on Tears

Postby Yasso » Sat Dec 20, 2014 11:59 am

KruskDaMangled wrote:Some players have a lot of clothes and hats, so for them, this is really the natural choice for that purpose.


They can't even hold hats ;)
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Re: Stocking up on Tears

Postby alprice » Sat Dec 20, 2014 5:33 pm

Soooo I just started smelting production again and I am not liking The fact that ore boulders now how 10 ore. Why change this? Why make it harder?
Embie is my name :P
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Re: Stocking up on Tears

Postby Ukhata » Sat Dec 20, 2014 6:45 pm

Is the perfect automn leaf still gatherable?

of not then maybe the craftable gold leaf pin should no longer need one?
maybe it should be the new Autumn Leaf you need for that pin?
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Re: Stocking up on Tears

Postby grapefruitv » Sat Dec 20, 2014 6:58 pm

Ukhata wrote:Is the perfect automn leaf still gatherable?

It is. The other one comes from foraging, same as honeydew, not from leaves picking.
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Re: Stocking up on Tears

Postby JohnCarver » Sat Dec 20, 2014 7:34 pm

alprice wrote:Soooo I just started smelting production again and I am not liking The fact that ore boulders now how 10 ore. Why change this? Why make it harder?


Because Iron was too plentiful and too easy.
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: Stocking up on Tears

Postby fuzzball » Sat Dec 20, 2014 8:48 pm

small thing

most of the clothes descriptions have been corrected a while back but I noticed the "Musketeer's Hat" still shows "Made from Yellow Corn" on the third line.
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Re: Stocking up on Tears

Postby JohnCarver » Sun Dec 21, 2014 1:17 am

on a freshly created one?
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: Stocking up on Tears

Postby KruskDaMangled » Sun Dec 21, 2014 2:47 am

Yasso wrote:
KruskDaMangled wrote:Some players have a lot of clothes and hats, so for them, this is really the natural choice for that purpose.


They can't even hold hats ;)


This was not mentioned to me, the point stands for the clothes however, and to a lesser extent, the hats. The hats can live in storage for other things or hang on walls.
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Re: Stocking up on Tears

Postby KruskDaMangled » Sun Dec 21, 2014 3:41 am

What is the logic behind dropping a scent for witchcraft where the spell is cast rather than where someone dies?

Does this not make it possible to retreat to a secure location where there is little to no risk of ever being punished with the scent?
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Re: Stocking up on Tears

Postby Taipion » Sun Dec 21, 2014 4:22 am

Sorry I did not read all the pages that this thread already has, if this has been answered somewhere, just call me names but point me to that answer please, thank! :-)

1.)
The hydration debuff is only reduced when a level of a humor is raised through gluttony, which makes is increasingly difficult to do so, and, at a certain point (well, at least theoretically), impossible.
Is that intentional? I*d rather make it in a way that everytime F&F debuff is gained, Q&Q is reduced, whereas it is much more reduced when a humor level is gained, just figure out how much for what, to make it as balanced as you like it to be.

2.)
And on another note, the next time you (JC) are going to give personal belongings of trolls away in town, maybe not trollishly drop it all in one place, which resulted in most of the stuff despawning, and loads of people getting disseased. (That was, what the trolls did, right?)
Instead, why not (announce it a few minutes ahead of time...) "drop" those items one by one in a random barrel in town, every next item in a new random barrel, you (JC) should be able to do that someway (run some commands or turn your char invisible or whatever...).
That would have been actually fun!

[edit]
3.)
As I saw someone mention iron production...
I fully agree that Iron was too easy to make, and well, that rubble is somehow useful as well, but there is one concern, well, actually two:
- Higher purity iron is now much, MUCH rarer, is that intended? Rubble chance seems to be 1/2 or 2/3 not sure as of yet, is that effected by skills? Anyway, you need to multiply that and the 10 ore per boulder now, thats a whole lot less...
- The real concern starts here: As it is only 10 ore now per boulder, how are we supposed to produce any meaningful quantities of higher purity iron? The purity distribution of each ore boulder is RANDOM, meaning, smelting it together will have MUCH less purity as a result. I mean, if I take two different ore boulders over a certain percentage, their puritiy distribution will be likely very different, and the resulting iron much less pure, or am I wrong here?

4.)
I just realized that in some patch (probably long ago) mining support beams became destructable, if I destroy a mining support beam right after I prevented a cavein with it, it (the cavein) will still be there, will it be gone or rolled again if I try "later"? And how much later would that be?

5.)
As I am at it, I saw that caveins can now happen in an area around the removed tile, is that intentional?
It is really a hazzle, I don*t like it!
Need something? Here is my Shop (Including some useful info for new/returning players at the bottom of the first post)
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