Game Development: As Above, so Below

Announcements of major changes to Salem.

Re: Game Development: As Above, so Below

Postby Blood » Thu Apr 04, 2013 6:12 am

Claeyt wrote:First off I love your game Jorb and Loftar, you guys have made a very enjoyable game that I and my friends enjoy tremendously. We will definitely keep playing no matter what you do.

Do not wipe the servers, please. It would make this game very, very hard to come back to. There's a fix for humor monsters somewhere, please go out there and find it.

Although this update is a big change, it was a long time coming and needed, most of it I really like. It will slow down humor growth. It adds to the gameplay. It makes purity objects more desirable.


This update is by and large good roaming around and finding good purity items but they really have to think of a good idea to fix high humor Characters fast as atm i and the other 100 + people on JT are facing a waiting game while grinding again and hoping Darworth doesnt smash our bases same goes for Plymouth.
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Re: Game Development: As Above, so Below

Postby IronicToast » Thu Apr 04, 2013 6:12 am

forge wrote:
Claeyt wrote:First off I love your game Jorb and Loftar, you guys have made a very enjoyable game that I and my friends enjoy tremendously. We will definitely keep playing no matter what you do.

Do not wipe the servers, please. It would make this game very, very hard to come back to. There's a fix for humor monsters somewhere, please go out there and find it.



YUP cap everyone at 100, Make wall damage % not based on humors. This way its a group effort. The fact that people use trees as walls for this very reason should tell the devs something. The game 100% broke, at the core.


This is actually a topic I've been quite curious about for a while? Do Jorb and Loftar want to promote an individualist or group style of gameplay? Currently, most of Salem's mechanics tend towards the former, and I have a difficult time reconciling that with this being a aspiring-to-be large-scale multiplayer game. Thoughts?
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Re: Game Development: As Above, so Below

Postby Wisler » Thu Apr 04, 2013 6:15 am

This will never be a multiplayer game with the decrease i new players with this patch i reckon, there are tons of items not just characters in the current worlds which pollute the new purity systems mechanics. The best way surely is to make a new server.
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Re: Game Development: As Above, so Below

Postby MaximilianKH » Thu Apr 04, 2013 6:17 am

Frowning, the good doctor picks up the frog in her hands, turning it and examining every lump and boil on its tiny, lifeless body.
Suddenly, she comes to a conclusion (her theological studies largely contributed to this). Frogs are all sinners!!!
Allied with the tumbleweed, they are pure evil - entirely impure.
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Re: Game Development: As Above, so Below

Postby fox » Thu Apr 04, 2013 6:21 am

Why so rage from oldfags? Guys you know the agricultural food was unbalanced with wild food like a 1/100000000000000. That is some kind of balance with it (Ya, it's sad because no character wipe(but there is no wipe's)). :arrow: :?
Anyway, but devs why do u do not do a new server for test it from zero ground?
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Re: Game Development: As Above, so Below

Postby Siobhan » Thu Apr 04, 2013 6:23 am

Blood wrote:This update is by and large good roaming around and finding good purity items but they really have to think of a good idea to fix high humor Characters fast as atm i and the other 100 + people on JT are facing a waiting game while grinding again and hoping Darworth doesnt smash our bases same goes for Plymouth.



Darwoth was going to smash your base either way, if its defended well its defended well.. only problem now is creating a toon able to punch him a few times.
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Re: Game Development: As Above, so Below

Postby fox » Thu Apr 04, 2013 6:24 am

jorb wrote:We've been developing, and here's what's new.

Natural Alchemy: Fish, Herbs, Animals, Dug Clay, Quarried Stones and Water have slight, natural alchemical properties, varying over different areas in ways that are individual to each type of animal, herb, fish or mineral. I.e. Waxing Toadstools have a "alchemy field" of their own, different from the field affecting Lavender Blewits, and Beavers have a field different from that used for Deer.

Potted Plant Alchemy: Each generation of potted plants -- including trees -- now have their alchemy values randomized slightly, mixed with the alchemy values of the Gardening Pot, the Humus and the Water.

Field Alchemy: The humus used to prepare fields for planting -- i.e. not fertilizers applied after planting -- now modify the purity of the crop produced. It is worth noting that the way seeds and humus modify each other is harshly biased against alchemy compositions wildly differing in purity. Seeds and humus more similar in elements will coexist much better. If you plant very pure seeds in very unpure soil, expect very unpure results.

Compost Alchemy: Alchemy of humus produced is now determined by the materials thrown into the compost, modified by the alchemy of the compost itself. The Alchemy of the Compost is determined by the Alchemy of the materials used to build it, with the boards being more important than the nails.

Proficiencies and Alchemy: The alchemical purity of an item your character acquires from the wild is capped by his proficiency values.

Frontier & Wilderness caps Fish
Hunting & Gathering caps Foraged herbs
Mines & Mountains caps Quarried stone and foraged minerals
Pots & Pans caps Dug-out, natural clay.

New Skill: Theology
Priestly Garments
Church now Requires Theology

This is a first inroad into alchemy. Expect more.


Jorb, does alchemy spots static or dynamic? :?:
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Re: Game Development: As Above, so Below

Postby Potjeh » Thu Apr 04, 2013 6:34 am

Cap effective humours with equipment, how high the cap is should depend on equipment purity.

Also, really should've reset all existing items to 0% pure ¦]
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Re: Game Development: As Above, so Below

Postby fox » Thu Apr 04, 2013 6:37 am

Potjeh wrote:Cap effective humours with equipment, how high the cap is should depend on equipment purity.

Also, really should've reset all existing items to 0% pure ¦]


Than they are need to reset the world, because overpurity mines still here ¦]
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Re: Game Development: As Above, so Below

Postby Ass_Kraken » Thu Apr 04, 2013 6:38 am

Potjeh wrote:Also, really should've reset all existing items to 0% pure ¦]

^
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