Development Roadmap

Announcements of major changes to Salem.

Re: Development Roadmap

Postby Claeyt » Sat Dec 20, 2014 10:59 pm

loftar wrote:See, he's starting to get it. ^^

His soon is a day or two. YOUR 'soon', as in 'Horses will be implemented soon." meant years.
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As the river rolled over the cliffs, my own laughing joy was drowned out by the roaring deluge of the water. The great cataract of Darwoth's Tears fell over and over endlessly.
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Re: Development Roadmap

Postby Lord_Avu » Sat Dec 20, 2014 11:10 pm

Well clearly JC still has a lot to learn still.
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Re: Development Roadmap

Postby KruskDaMangled » Sat Dec 20, 2014 11:49 pm

tweenprinc3ss wrote:On the topic of firearms, it was stupid to have them int he game doing the puny damage they did when they were implemented. Guns were a HUGE factor in the successful take over of the region. Inaccurate, yes for sure, but when they hit the damage was severe. Even getting shot in the arm or leg would frequently result in amputation or death. Firearms were what allowed the people to police themselves against criminals and natives alike. I think they should be treated carefully in terms of balance, but should not be weakened to the point of absurdity.


Well yeah. They should be pretty useful if you use them the right way and at reasonable distances. The distance we can actually see would count as that. Another thing I wouldn't mind would be some variation with swords and other weapons. sabers existed, yes, but it was really more small swords and rapiers at the time, and sabers you swing more than thrust with. My thought would be "saber swings/does same damage type as halberd" small swords rapiers do things like we have now. You could possibly reduce the damage a bit on the thrusting swords, but also make them faster, as that kind of sword, is rather fast.

The saber could still be a bit slower, but possibly have the same, or more damage than now.

I also honestly wouldn't mind having the option to attack people with knives and stuff. The two really go to weapons for surprise encounters/poor folks have generally been clubs, and knives, because one is easy to get, and everyone had a knife. The knife would kind of suck, but it would fill a gap between punching people in the mouth, and having a sword.
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Re: Development Roadmap

Postby tweenprinc3ss » Sat Dec 20, 2014 11:52 pm

Right now the guns are annoying to me. Have to buy iron shot, which should be absolutely be no problem to make with the materials we have at hand, as well as the powder horn, leather or fine cloth types. The obvious bottle neck to control peoples access should be gunpowder, and how it as obtained or made.
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Re: Development Roadmap

Postby Scilly_guy » Sun Dec 21, 2014 12:17 pm

The copper grinder has been added with the purpose of making powder in a future patch apparently.
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Re: Development Roadmap

Postby JohnCarver » Sun Dec 21, 2014 7:01 pm

Scilly_guy wrote:The copper grinder has been added with the purpose of making powder in a future patch apparently.


True story.
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 JohnCarver » Sun Dec 21, 2014 7:08 pm

Roadmap updated. Nothing much to add except Shipwreck Island is now known as Tutorial Camp. The details of this experience are becoming more hashed out and it is ceasing to be an 'island' based tutorial and moving to a different 'theme'.
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 pistolshrimp » Sun Dec 21, 2014 7:26 pm

JohnCarver wrote:Roadmap updated. Nothing much to add except Shipwreck Island is now known as Tutorial Camp. The details of this experience are becoming more hashed out and it is ceasing to be an 'island' based tutorial and moving to a different 'theme'.


Concentration Camp theme for jews noobs.

Not the same way I would have gone, but hey you're the dev.
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Re: Development Roadmap

Postby Claeyt » Mon Dec 22, 2014 1:29 am

JohnCarver wrote:Roadmap updated. Nothing much to add except Shipwreck Island is now known as Tutorial Camp. The details of this experience are becoming more hashed out and it is ceasing to be an 'island' based tutorial and moving to a different 'theme'.

Does this mean that Darwoth gets to keep a TClaim on Shipwreck island so that none of us can ever visit it again without losing a canoe? :roll:
jorb wrote:(jwhitehorn) you are an ungrateful, spoiled child


As the river rolled over the cliffs, my own laughing joy was drowned out by the roaring deluge of the water. The great cataract of Darwoth's Tears fell over and over endlessly.
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Re: Development Roadmap

Postby MarpTarpton » Mon Dec 22, 2014 4:14 pm

pistolshrimp wrote:
JohnCarver wrote:Roadmap updated. Nothing much to add except Shipwreck Island is now known as Tutorial Camp. The details of this experience are becoming more hashed out and it is ceasing to be an 'island' based tutorial and moving to a different 'theme'.


Concentration Camp theme for jews noobs.

Not the same way I would have gone, but hey you're the dev.


It will aesthetically involve an appropriate issue that occurred during the period in which Salem is intended to reflect. However, the new concept solves other issues and will likely promote the same level of tutorial-esque integration the game needs for new players. The decision comes after having been lobbied by a group of sympathizers for individuals marooned on desert islands. Their impassioned pleas touched our hearts and prompted the change.

Claeyt wrote:Does this mean that Darwoth gets to keep a TClaim on Shipwreck island so that none of us can ever visit it again without losing a canoe? :roll:


You're bad at this. That island doesn't even have a wrecked ship. :roll: :roll: :roll:
Procne wrote: Devs have again proven that they dont give a crap about untalented and lazy players.
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