Salem V1.1.4 Jingle Bombs

Announcements of major changes to Salem.

Re: Salem V1.1.4 Jingle Bombs

Postby MarpTarpton » Thu Dec 24, 2015 7:40 pm

Heffernan wrote:
Qiresea wrote:
Heffernan wrote:not quiety worth the 6 boxes it took to get but meh..

Image


very cute :)


i wonder what illegal substance Marp was on when he created this.


I did not make this. Does this really look like something I would make?
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Re: Salem V1.1.4 Jingle Bombs

Postby Heffernan » Thu Dec 24, 2015 7:43 pm

MarpTarpton wrote:
Heffernan wrote:
Qiresea wrote:
very cute :)


i wonder what illegal substance Marp was on when he created this.


I did not make this. Does this really look like something I would make?


is this a rhetorical question?
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Re: Salem V1.1.4 Jingle Bombs

Postby Heffernan » Thu Dec 24, 2015 7:51 pm

Heffernan wrote:i hope JC had taken this in mind

@John Carver

attack a braziers and get crime debuff, run off half way of a TBF with a mount, wait for the crime debuff to finish, now if u manage to do it within a span of time the brazier is still active and will attack you, but you have no crime debuff so u can eat food to tank braziers making raiding 1000% easier i suppose?



gonna bring this up again.
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Re: Salem V1.1.4 Jingle Bombs

Postby Necrobane » Thu Dec 24, 2015 7:53 pm

you really that dumb?

Crime! is like 30 min cooldown even on great distance

braziers take like 10 minutes to turn off
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Re: Salem V1.1.4 Jingle Bombs

Postby Heffernan » Thu Dec 24, 2015 7:55 pm

Necrobane wrote:you really that dumb?

Crime! is like 30 min cooldown even on great distance

braziers take like 10 minutes to turn off


so? run to the half distance and wait till 5min of the 30min are turned off, then run back and get hit by the brazier, then run back out again and repeat that 5-6 times it takes a bit, but atleast you then have free regeneration on food.
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Re: Salem V1.1.4 Jingle Bombs

Postby JohnCarver » Thu Dec 24, 2015 8:08 pm

Well that was an interesting and fun thread to wake up and read :). Nowhere do I see the carebears complaining the materials are too hard to get, the walls take too long to make, or the costs involved with using this. Instead it seems the carebears are going to just man up and do what it takes to keep their stuff safe. Meanwhile, the 'hardcore' players crap up the entire thread with phrases like "too hard", to which will always make me chuckle.

As pointed out. 99% of the server couldn't break a brick wall when I dropped it. 99% of the server cannot break the new wall, and I just dropped it. This shouldn't be a surprise and will be a theme for the rest of the game. Try to get use to it. As for those who want quicker entry to a base? Go to Popham. As for those who want quicker entry to a base and want to keep their character? Go to Popham and go to the family statue so you inherit your guy. If you want to raid quickly and spend dramatically less time getting into a persons base and doing serious damage than the time it took him to make that base in the first place Providence IS NOT FOR YOU. This was made clear from the beginning. Providence will always be 'favored' towards defending and persistence while Popham will always have the tools to hopefully have 'quick' raids (I.E. mechanics taking less than 4 hours). Not happy with teh state of Popham? Then make a list of changes that you think would fix it, and go over there and END IT so I can start a new one with hopefully some of the ideas you post to fix it. These are the real options :).

I do take what the KKK and Darwoth say quite seriously given they are the largest focal point of confrontation right now. But given Darwoth's post has tons of facts littered with inconsistencies on how the mechanics actually work.. I.E. Assumptions, its hard for me to have any real and serious discussions with anybody until they try a few things out themselves and start coming from a base of facts on how things work. Which is probably still useless because it will take a few weeks before anybody is even able to throw up an iron wall in the first place. So really teh only thing to go over is the effects of Tea and Permadeath in Crime. Something I plan on countering with no TbC so that while raiding causes a higher chance of death, retaliatory raids much less so.

In closing, this was half the mechanics anyway. Similar to how mining went through a massive roller-coaster as I changed fire times, ore types, rubble types, little by little in anticipation for our new system with Veins, levels, etc. etc. IN the end I think mining came out more balanced and more fun then when we started. I have no doubt that raiding will be going through the same growing pains.
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Re: Salem V1.1.4 Jingle Bombs

Postby Heffernan » Thu Dec 24, 2015 8:13 pm

talk about being mean...

Image

JC will u guys be here with us later for fun?
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Re: Salem V1.1.4 Jingle Bombs

Postby AmmaBoss » Thu Dec 24, 2015 8:16 pm

Heffernan wrote:
Necrobane wrote:you really that dumb?

Crime! is like 30 min cooldown even on great distance

braziers take like 10 minutes to turn off


so? run to the half distance and wait till 5min of the 30min are turned off, then run back and get hit by the brazier, then run back out again and repeat that 5-6 times it takes a bit, but atleast you then have free regeneration on food.

TBH you will have to make over 100 runs as a solo player to break into a plank wall if the person have decent defenses.
The new wall may require over 1000 runs tbh because it will takes 3 hours to break the new wall with 0 defenses.
Breaking the new wall under well defended base with Brazier and torch post only ( not even counting the other crap he added in this said patch )
It will take 2 hours ( 1 min of bashing ) x 180 to break in the wall as a solo player so yea 360 hours to bash a ***** wall with a 1200 stats character.
I believe my estimate is correct because in my expereince No character will ever last more than 20 secs bashing wall under 5 brazier and 10 torches or so.
Therefore it will take 1:30 min - 2 hours to do 1 min worth of bashing without tea. I do however know that JC isn't a retard and surly will put in a mechanic to replace the tea one.
A solo player will never be able to raid a base with defenses.
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Re: Salem V1.1.4 Jingle Bombs

Postby Frotted » Thu Dec 24, 2015 8:28 pm

I prophesie game now going to ****.

Which sucks b/c I have really enjoyed it until now.

Almost all these changes are to create more strife, more raiders, more BS on the forums. Lockpicking? Seriously. Why not give witches a magic wand that wipes out walls on a whim!

Seemingly you haven't considered that your top tier folks are diminishing.

Yeah- you'll have your big farewell and the game will dwindle quick as new players quit b/c they can't compete and older players will lose interest... and returning players won't bother.

(Almost seems like you planned it- Dev Exit strategy- run off most of the player base...then I won't have to come back and do ****)

We've faced this already; but to some extent folks could slip by... but no longer...

One perverse part of me thinks one of you is boning Sunflower... I didn't think anything could convince me to quit... but this patch might be it.

I give the game 3 months... until population drops <100 (monthly usage)
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Re: Salem V1.1.4 Jingle Bombs

Postby JohnCarver » Thu Dec 24, 2015 8:40 pm

WARNING.... Next Patch will probably be a rebalance of hit points. Contrary to butt-hurt here, the iron walls had nearly the same HP as brick walls due to a limitation on the amount of hit points I could put on walls in the first place. Meaning this system needs a bit of an overhaul. As part of that overhaul I intend to completely rebalance the object damaging aspects of the game and in most cases restore the "Old World" effect where "more Phlegm" in almost ALL cases was simply better. As of now, once you overpower a building by X, you reach a cap at how quickly it can come down. Anyways, buildings only store "how much damage was done to them" not "how much damage they can take". This means if a damage is storing that he has 1000 damage done to it, and I instead change its hitpoints from 1500 to 800. That building will die. This is your warning to try to repair your stuff as soon as possible as half-killed stuff may go one direction or the other depending on how this balancing shakes out.
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