Game Development: As Above, so Below

Announcements of major changes to Salem.

Re: Game Development: As Above, so Below

Postby iamah » Thu Apr 04, 2013 12:22 pm

JinxDevona wrote:It is starting to feel like a game for only hardcore players. Those who don't have much time to play are screwed.


it was already like that, there's a huge humour wall around 40 which I'm stuck for ages, exactly because I'm an hermit and it took an era to understand the basics of purity and farming and seed selection... I mean there's already a division, it's just going further, but I don't think the devs should care(bear) about this, I'm behind the wall but I like to see a game with complexity for once
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Re: Game Development: As Above, so Below

Postby martinuzz » Thu Apr 04, 2013 12:30 pm

I came up with a little idea on managing rescource nodes, without only benefiting a lucky few.
Please have a look at viewtopic.php?f=12&t=5694 and share your thoughts
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Re: Game Development: As Above, so Below

Postby lachlaan » Thu Apr 04, 2013 12:42 pm

Welp, couldn't be bothered to lead the last few pages worth of complaining. Let me just say that I think the changes are nice, and that it won't hurt anyone in the long run if the game moves towards a less broken set of mechanics. This was a step in that direction, and the counter-argument to the groups of people that demand a bile cap, a rollback on the changes, or a server reset, is the same : this is the beta. It's sole purpose is to develop the game towards its finished state when it can be released. Beta is there for you to follow development and know what awaits when the game will be released, and ultimately for you to help the devs test the game, not for them to give you free gameplay and all the humor and happytiemz you want, with the mechanics you demand :P I've seen people ask for a system closer to H&H, and while i've not played it, from what I've heard about it this seems like a step in the H&H direction. So kudos to the devs, and hopefully the community's jimmies will slowly unrustle themselves ¦]
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Re: Game Development: As Above, so Below

Postby Potjeh » Thu Apr 04, 2013 12:50 pm

Invisible quality nodes were the worst thing about H&H, I'm really sad to see them return in Salem.

Anyway, I'm kinda disappointed with this purity system. It's still mindless grind, it's just slower now. I was really hoping for something with more strategic decisions to be made. Namely, it should be about choosing purity vs quantity. IMO a decent balance would be if making one 100% pure item should take as much resources as making a hundred 0% pure items.

And seriously, reset all existing objects to 0% pure while it's still early enough.
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Re: Game Development: As Above, so Below

Postby Darwoth » Thu Apr 04, 2013 12:56 pm

Gallient wrote:Honestly if they are going to cap humors, 100 is not reasonable whatsoever. Especially since water purity is the only thing restricting future food purity atm. Those who've actually played the months long period grinds know that 100 is not that difficult, and honestly i doubt it requires any purity whatsoever. If you're sitting here spouting a cap of 100... then you're likely dependent on buying purity from established players, you'd be at an even higher disadvantage with a hard reset since the rest of us know how to actually play this game.



on plymouth my characters had over 150 stats before i had anything higher than 0% crops, these retard newbs sceaming for a wipe will be in the same boat they are now 2 weeks after a wipe just with no established players to mooch off of and a playerbase half as large.
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Re: Game Development: As Above, so Below

Postby iamah » Thu Apr 04, 2013 1:00 pm

grass around my house is 2% mercury, 1% cricket, 4% lead milkweed, and some sulphul blewit, only berries were 1.00 but I guess they were there before the patch... I think it's nice to find purity like this, the world is much more rich than before where everything was 1.00, there's more purity items to put in the compost bin, it's great for new players...

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Re: Game Development: As Above, so Below

Postby ysbryd » Thu Apr 04, 2013 1:01 pm

hmmm wonder how much a 'pure' whispering snake skull will go for...
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Re: Game Development: As Above, so Below

Postby shobov » Thu Apr 04, 2013 1:02 pm

Potjeh wrote:Namely, it should be about choosing purity vs quantity. IMO a decent balance would be if making one 100% pure item should take as much resources as making a hundred 0% pure items.


This. I totally agree. I thought Salem was supposed to learn from HnH's metagame mistakes, not bring them over.
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Re: Game Development: As Above, so Below

Postby Ursus » Thu Apr 04, 2013 1:04 pm

jorb wrote:... and Water have slight, natural alchemical properties...


Where we can see the equations for dependencies between water quality and seeds purity?
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Re: Game Development: As Above, so Below

Postby Wournos » Thu Apr 04, 2013 1:15 pm

This should be interesting. :?
But I honestly don't understand why a humour cap, or even a (horrible) server wipe, wasn't implemented alongside this. I wouldn't mind this update if it meant that the playing field was evened out. It wasn't. Advanced raiders can still piss all over us medium/beginning players while we're trying to catch up.
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