Salem V1.2 Exploring the Bowels

Announcements of major changes to Salem.

Re: Salem V1.2 Exploring the Bowels

Postby kataklinger » Tue Feb 16, 2016 6:52 pm

Unless you are holding it in your hand ;)
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Re: Salem V1.2 Exploring the Bowels

Postby Procne » Tue Feb 16, 2016 7:53 pm

JohnCarver wrote:
Taipion wrote:Shouldn't the leaves of myrtle oaks regenerate a bit faster than their nuts?
They used to be convenient as they were, what would be bad in having it as it was for the leaves only?


I find it more confusing if a single object has things spawn at different speeds, in addition to the complexity involved with separating its replenish feature depending on the type of thing being replenished. The real question is, is it necessary that players have a readily available supply of Myrtle Leaves. For purgative potions it certainly seems like a significant nerf, but then again I was far more worried about purgatives being spammable now that crowberries were going to come from bushes and not pots so perhaps it does balance out in the end.

What about trailmixes, the staple healing food for newbies. It has gotten much harder to make now.
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Re: Salem V1.2 Exploring the Bowels

Postby Heffernan » Tue Feb 16, 2016 8:24 pm

Procne wrote:
JohnCarver wrote:
Taipion wrote:Shouldn't the leaves of myrtle oaks regenerate a bit faster than their nuts?
They used to be convenient as they were, what would be bad in having it as it was for the leaves only?


I find it more confusing if a single object has things spawn at different speeds, in addition to the complexity involved with separating its replenish feature depending on the type of thing being replenished. The real question is, is it necessary that players have a readily available supply of Myrtle Leaves. For purgative potions it certainly seems like a significant nerf, but then again I was far more worried about purgatives being spammable now that crowberries were going to come from bushes and not pots so perhaps it does balance out in the end.

What about trailmixes, the staple healing food for newbies. It has gotten much harder to make now.


maybe we could add more healing food with 20-50-100 uses :)
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Re: Salem V1.2 Exploring the Bowels

Postby jcwilk » Tue Feb 16, 2016 8:26 pm

Heffernan wrote:maybe we could add more healing food with 20-50-100 uses :)


+1, it seems like there are very, very few healing foods worth making.
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Re: Salem V1.2 Exploring the Bowels

Postby Nsuidara » Tue Feb 16, 2016 9:40 pm

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i think, near this lands (roads) need more chance for events :P

and witches... why not have spells/instinct search events ?:P
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Re: Salem V1.2 Exploring the Bowels

Postby grapefruitv » Tue Feb 16, 2016 9:55 pm

Miner's hat still won't go in a wardrobe :(
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Re: Salem V1.2 Exploring the Bowels

Postby Propulsion » Thu Feb 18, 2016 2:15 am

Only 2 crowberrys from a bush :evil:
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Re: Salem V1.2 Exploring the Bowels

Postby Judaism » Thu Feb 18, 2016 2:18 am

JohnCarver wrote:
riolic wrote:Sadness, while I can't fathom the amount of work that has gone into this patch, I'm still left a little disappointed, as I was hopeful that a raiding re-adjustment was eminent. Back to hearthstone then, I suppose.

That being said, I think raiding in Popham is proving to be very balanced and if you are holding your breathe for a friendly and balanced raiding environment on Providence I would suggest not to do so. The more we get into it the more we really don't feel like competitive and balanced raiding need exist on providence at all I.E. having providence in a bubble where players need not check it that often because the loss of a base is not frequent or reasonably quick. There is a server for great conflict, and a server for occasional conflict. If you have suggestions why Popham raiding is unbalanced we are all ears though.


Yes, exactly this is what I have said all along. Simply make a PVE server and a PVP server. Meanwhile you guys had no clear vision for the last year on this matter and did not seem to care very much about Popham once you saw the numbers drop. Before full release I confronted you guys with the poor efforts made for Popham (this was suposed to be THE thing, which would fix everything and a good reason to go into full release) but those concerns simply were not important at all it seemed. Upon your return a couple months ago, everything has became even much worse in terms of prospects for people like me. You try to compensate us, but ultimately that is just B/S.

Altough you surely can get drama on a healthy secondary server if you give it some serious attempts, something like that should in my opinion not be where the game should stand for. Especially not when there are so many people that care so much about the newer features/items you guys have implemented, how great would it be to take it away from them. Anyhow, the game has been advertised as a perma-death full loot game and honestly by now I can simply conclude that that aspect has been sold by your development.

Don't get me wrong It most certainly might work, but from my perspective Salem does not offer much of a speciality anymore, which I thought was the main reason you guys took over in the first case. Once we really are at that point, Salem will have to compete with much bigger and more stables games. Right now I seriously feel that you guys are only aiming on a small sigment of people that directly come from games such as farmville and are only statisfied by player numbers and customers.
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Re: Salem V1.2 Exploring the Bowels

Postby Tulgarath » Thu Feb 18, 2016 5:11 am

Judaism wrote:
JohnCarver wrote:
riolic wrote:Sadness, while I can't fathom the amount of work that has gone into this patch, I'm still left a little disappointed, as I was hopeful that a raiding re-adjustment was eminent. Back to hearthstone then, I suppose.

That being said, I think raiding in Popham is proving to be very balanced and if you are holding your breathe for a friendly and balanced raiding environment on Providence I would suggest not to do so. The more we get into it the more we really don't feel like competitive and balanced raiding need exist on providence at all I.E. having providence in a bubble where players need not check it that often because the loss of a base is not frequent or reasonably quick. There is a server for great conflict, and a server for occasional conflict. If you have suggestions why Popham raiding is unbalanced we are all ears though.


Yes, exactly this is what I have said all along. Simply make a PVE server and a PVP server. Meanwhile you guys had no clear vision for the last year on this matter and did not seem to care very much about Popham once you saw the numbers drop. Before full release I confronted you guys with the poor efforts made for Popham (this was suposed to be THE thing, which would fix everything and a good reason to go into full release) but those concerns simply were not important at all it seemed. Upon your return a couple months ago, everything has became even much worse in terms of prospects for people like me. You try to compensate us, but ultimately that is just B/S.

Altough you surely can get drama on a healthy secondary server if you give it some serious attempts, something like that should in my opinion not be where the game should stand for. Especially not when there are so many people that care so much about the newer features/items you guys have implemented, how great would it be to take it away from them. Anyhow, the game has been advertised as a perma-death full loot game and honestly by now I can simply conclude that that aspect has been sold by your development.

Don't get me wrong It most certainly might work, but from my perspective Salem does not offer much of a speciality anymore, which I thought was the main reason you guys took over in the first case. Once we really are at that point, Salem will have to compete with much bigger and more stables games. Right now I seriously feel that you guys are only aiming on a small sigment of people that directly come from games such as farmville and are only statisfied by player numbers and customers.


Raiding was rarely done with a defense, so the perma-death full loot actually rarely applied to raiding. If you run upon a random stranger in the wild, then and only then did perma-death and full loot truly apply. Otherwise, it was raid in off hours or when no one was on to loot them fully...not the same thing.
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Re: Salem V1.2 Exploring the Bowels

Postby DeepSixed » Thu Feb 18, 2016 6:09 am

The End-

Never-mind the dramatic; but Devs keep looking for ways to hurt those growing up while protecting those on top. As this trend continues and folks realize the truth... numbers are going to dwindle.

Yes- you'll get surge with new content; but when reality kicks in you'll have less. I haven't seen but a single post in 7 days for noob looking for home.. fantastic IF 200 more folks came in on someone's friend list... but I seriously doubt it. Please do tell otherwise...

How do you justify increased phlegm usage last two patches? How did that penalize in terms of growth those that came before it occurred? There was no significant penalty of course; but cumulatively veteran players are seeing more and more of a perk or advantage over newer players.

Pretty damn soon you're going to have no choice but wipe the servers or cap new players to 500 humor or something to give newer players the time of day. Laugh as you like- but I'm totally serious. The best part here (for me personally) is you blowing me off...

I've given what ~ $500 to this game via store, etc... wanting it to succeed... but I'll be laughing loudest when everyone quits b/c you ignored me. Game favors the Veterans too much. There's no balance at all. Game went from Beta to Live w/o a wipe... End of Story. Either you have tiered citizens or you forbid folks at X humors from interacting with those with less.

it's just that kind of game. Got to maintain that small pond... or screwed.
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