Salem V1.1.4 Jingle Bombs

Announcements of major changes to Salem.

Re: Salem V1.1.4 Jingle Bombs

Postby Heffernan » Thu Dec 24, 2015 8:43 pm

JohnCarver wrote: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.


so means a character with 2k phlegm and 500 BB will somewhat instakill defense now?
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Re: Salem V1.1.4 Jingle Bombs

Postby Irving » Thu Dec 24, 2015 8:44 pm

Frotted wrote: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)


Well i was trying not to post anything for a while then you retarted ***** write this ****. Most of us are not happy with this patch and I hate to admit it but I agree with some arguements that Darwoth and some of the retarted KKK members are saying. No tea effect when on crime debuff AND death if you KO with the debuff is waaay too harsh on raiders but why the hell do you have to mention sunflower and say some dev is boning her? That was out of topic and reminds me why people hate you. I wont quit the game since I really need to try these new changes before I start crying. So frakked please quit game and shut up or go back to being a (bad) carebear and shut up :D
IM BACK!
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Re: Salem V1.1.4 Jingle Bombs

Postby Dopefly » Thu Dec 24, 2015 8:49 pm

AmmaBoss wrote:
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.


Just speculating, but it sounds like this is where Lockpicking will come into play.
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Re: Salem V1.1.4 Jingle Bombs

Postby HolyLight » Thu Dec 24, 2015 9:44 pm

I guess amethyst's are created by splitting open Geodes somehow ?

Woops ?

50,000s eh ?

:lol: :lol: :lol: :lol: :lol:
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Re: Salem V1.1.4 Jingle Bombs

Postby Nsuidara » Thu Dec 24, 2015 10:09 pm

Future Notes:
We have 3 more new Brazier types added. As well as a handful of new raiding skills, lockpicking skills, stealth skills, and other content we have been working on. We felt it the far safer approach to buff the defenses and penalties prior to implementing the new toys for raiders. Expect raiders to gain a new toolbox of abilities in the weeks to come and I highly suggest those on Providence prepare.... Cold Snap is coming...
from 1 page

... Town Work will rework ? because out town player cant do nothing ? how about Lockpicking ?

and how work stealth ? can run when other charse? ?:D

and "amethyst's" for ? is for new wall ?


and where rework gluttony ? :P
\(*o*)\ Praying in the Marp Church may reduce the time for update /(*o*)/
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Re: Salem V1.1.4 Jingle Bombs

Postby Darwoth » Thu Dec 24, 2015 10:26 pm

been dropping poison fields and fire walls against the zerg of true brit faction retards off an on through the morning when they tried to hit magincia to take over the reagant vendors, checked forums a few times almost expecting a giant troll face and a revert.

didn't happen, oh well :lol:

but yeah those carebears are "manning up" fellas, because what they do or dont do is relevant in any way to the fact this just became a pve server. :lol: :lol: :lol:

again, this patch is the single worst and most out of touch one i have ever seen since i started playing games.


all the kzerg tards i had been plotting/fighting against have taken on a new light with this patch now that none of it matters anymore, an integral part of the enjoyment i was able to squeeze from the game until like so many before it retarded out of touch developers destroyed it. at least the handful of us played the game to its top levels and enjoyed it for all it had to offer, was a fun ride while it lasted and it figures we all came from roanoke or jamestown while the retards the derped the game hail from plymouth.
Last edited by Darwoth on Thu Dec 24, 2015 10:52 pm, edited 1 time in total.
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Re: Salem V1.1.4 Jingle Bombs

Postby Heffernan » Thu Dec 24, 2015 10:37 pm

HolyLight wrote:I guess amethyst's are created by splitting open Geodes somehow ?

Woops ?

50,000s eh ?

:lol: :lol: :lol: :lol: :lol:


tried all metalwork
putting in kiln, smoker, fire, cooking pit
tried to blow with boomstick, open with stick ,stones, smooth stone, flint etc..
tried all tools etc..
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Re: Salem V1.1.4 Jingle Bombs

Postby Flink » Thu Dec 24, 2015 11:00 pm

Heffernan wrote:
HolyLight wrote:I guess amethyst's are created by splitting open Geodes somehow ?

Woops ?

50,000s eh ?

:lol: :lol: :lol: :lol: :lol:


tried all metalwork
putting in kiln, smoker, fire, cooking pit
tried to blow with boomstick, open with stick ,stones, smooth stone, flint etc..
tried all tools etc..


have u tried..... witchcraft?

woops!
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Re: Salem V1.1.4 Jingle Bombs

Postby Rubberduck » Fri Dec 25, 2015 1:06 am

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Re: Salem V1.1.4 Jingle Bombs

Postby thedarklore » Fri Dec 25, 2015 1:13 am

Heffernan wrote:
HolyLight wrote:I guess amethyst's are created by splitting open Geodes somehow ?

Woops ?

50,000s eh ?

:lol: :lol: :lol: :lol: :lol:


tried all metalwork
putting in kiln, smoker, fire, cooking pit
tried to blow with boomstick, open with stick ,stones, smooth stone, flint etc..
tried all tools etc..

Tried dreamworld/8th level of mine?
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