Game Development: Boarded up Feelings

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Re: Game Development: Boarded up Feelings

Postby Procne » Sun Dec 02, 2012 4:29 pm

Where do you all get this idea with fireplace from?
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Re: Game Development: Boarded up Feelings

Postby Sevenless » Sun Dec 02, 2012 4:32 pm

Procne wrote:Where do you all get this idea with fireplace from?


They're drying things. Heat dries things out. Probably just deduction.
It's been neat to see the evolution of a game. Salem has come so far, and still has far to go. Although frustrating, I think it's been an experience worth the effort.
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Re: Game Development: Boarded up Feelings

Postby Gacrux » Mon Dec 03, 2012 2:00 pm

stingmoggie wrote:Image

Some info I gathered from my timber piles
As you can see in the picture, every pile has at least 5tiles away from each other or the closest object. At the time I build those piles I had 25 H&N skills and there wasn't a wall next to them (even though 5 tiles away with a slop).
When I picked them, I had 55 H&N and you can see the order of built/picked order in the screenshot with the amount of molded ones. My first thought is that it gets a lower chance after you start massing them in a specific area, some kinda density maybe I dunno ?

In the end I got 118/120 from my first 3 piles and 25/120 from the next 3.


1. I had my pile setup in the same pattern but my second forth andand fifth were 8 tiles from the wall and produced 36/40 the first third and sixth piles produced 40/40 and they were 5 tiles away from the other piles and in a clear field

2. Hammer and nail have nothing to do with the drying process or the picking process only planning.
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Re: Game Development: Boarded up Feelings

Postby M_So » Thu Dec 06, 2012 10:24 am

I made 15 piles all in a small plains biome by my place, 2 was 40/40, 2 was 38/40, 5 was about 20/40 and 6 was about 5/40. I placed them all 8-12 tiles away from any other object and each other.

so in the end I got about 290/600, not great but hay it was enough for a third of my wall... now I just need 30 more piles...
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Re: Game Development: Boarded up Feelings

Postby Nixman » Thu Dec 06, 2012 12:38 pm

Now we have had a good chance to play around with the new wood working industry I would say there definitely needs some tweaking with the success rates, at the moment its far too harsh and unforgiving right through the process from wood piles to oiling.

-It takes far too long to make the boards in the first place, a metal axe should be quicker or the saw should be added asap, I know when something isn't working right when I have to go read a webpage because im waiting for something to finish in-game. (like cutting trees or making boards)
-Mould is far to random, there should be reward for setting up an area properly (as in properly spaced with paved floor to prevent leaves and other 'dampness' and having fires affect speed.) Or adding some kind of ability to monitor the stack and treat mould with something before it sets in and destroys the entire pile.
-Planing boards regardless of skill right now is painful, so far I've been seeing on average a 40%-60% success rate from many people with many different H+N skills, its extremely frustrating after waiting 5 days and contending with random mould to just end up with wood scraps. Adding a plane tool could help here.
-Oiling is the nail in the coffin, the failure rate seems to keep getting worse, in the end you waste alot of time to achieve hardly anything. Again if a board is becoming warped there should be a mechanism in place to recover it from warping, possibly removing said board, treating it on the bench at a small cost to 'time left' depending on how warped the board is.

imo it should be looked at again regarding failure rates.

Other than that, I think its a well thought out system, adds more activity, gave me a reason to dedicate a section of my base to it (which is good) and gives higher up items more value and satisfaction.
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Re: Game Development: Boarded up Feelings

Postby Gallient » Thu Dec 06, 2012 1:18 pm

Nix, I highly agree with you, I haven't even gotten a single plank fence layer up yet and I've pretty much taken every nearby tree that's not autumn. I would love to replant the forest if trees weren't just as bad. I realize the community ate through all the previous content quite quickly, which is made example by some of these massive humor characters, but the time to dry and high random failure rates on everything to do with boards just feels like a completely artificial time sink. Mold is perhaps the worst, I can deal with the terrible success rate on planing but waiting five and a half days just to find that regardless of spacing a good half of your boards are molded is completely disheartening. Although I agree with the reasoning they have with the recent tax on personal claims, it has made it even harder to maintain all the piles I need to get a fence layer before a months time has passed (a fence layer that IMO comes no where near the defensibility you could get by how many stone hedge layers you could add with the same amount of time and work involved). Unless they have mechanisms planned that gives you the ability to improve success rates and space requirements in the future, something really needs to get changed if they expect anyone to bother with plank fences outside of the novelty value. The whole point of adding better walls is to give increased options to those with the capacity to build them and the loot to defend. Right now I'm of the opinion that even if I have to pick up individual pieces of granite, spamming stone hedge layers is still the better option.
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Re: Game Development: Boarded up Feelings

Postby harflimon » Thu Dec 06, 2012 1:42 pm

If Plank Walls and Sheds were going to be the absolute best Wall/Storage you could get I wouldn't mind the current difficulty in getting oiled/planed boards. But it sounds like there are plans on making two even better wall types and perhaps better storage types with brick/iron. I cringe to think how much of a pain they will have to make those to have it balance with the lumber industry.
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Re: Game Development: Boarded up Feelings

Postby Sevenless » Thu Dec 06, 2012 3:54 pm

harflimon wrote:If Plank Walls and Sheds were going to be the absolute best Wall/Storage you could get I wouldn't mind the current difficulty in getting oiled/planed boards. But it sounds like there are plans on making two even better wall types and perhaps better storage types with brick/iron. I cringe to think how much of a pain they will have to make those to have it balance with the lumber industry.



^^^^^^^

And with those two wall types the destruction of natural resources won't be even 1/4 as bad. It's why I'm a little tentative about this whole thing. Maybe home grown trees give more lumber? That would be a neat way to grind "quality" if the amount of lumber/tree could be bred upwards.
It's been neat to see the evolution of a game. Salem has come so far, and still has far to go. Although frustrating, I think it's been an experience worth the effort.
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Re: Game Development: Boarded up Feelings

Postby Gablak » Thu Dec 06, 2012 4:01 pm

Sevenless wrote: Maybe home grown trees give more lumber? That would be a neat way to grind "quality" if the amount of lumber/tree could be bred upwards.


Thats a great idea, not just so many more learning points in the woodknot.
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Re: Game Development: Boarded up Feelings

Postby Sevenless » Thu Dec 06, 2012 4:15 pm

Gablak wrote:
Sevenless wrote: Maybe home grown trees give more lumber? That would be a neat way to grind "quality" if the amount of lumber/tree could be bred upwards.


Thats a great idea, not just so many more learning points in the woodknot.


I dug up a loftar post that said "We'll be implementing tree purity via planting seeds you get [I assume from trees you've grown yourself first, like domesticated turkeys] once we've got good mechanics to implement".

Point being they're still thinking on it.
It's been neat to see the evolution of a game. Salem has come so far, and still has far to go. Although frustrating, I think it's been an experience worth the effort.
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