Game Development: As Above, so Below

Announcements of major changes to Salem.

Re: Game Development: As Above, so Below

Postby Sidran » Thu Apr 04, 2013 7:12 pm

Its sad seeing that Jorb and Loftar after all this time havent grasped what good development is. (I am not saying that I do know but I know what isnt)
Improvisation is still their main tool and last retreat.
Instead of first taking (planned) theoretical end game numeric system as reference for subordinated systems, they still keep adjusting subordinated systems in order to accommodate shabby foundation. And it all keeps changing in a wrong direction. Participant pain is indication of that.
And it will keep changing! Just wait for buckets which influence quality of gathered water and all other improvisations they can think about.
Why all that? Because deep down they havent thoroughly planned fundamental things when it was time.
Its like a tower with shabby foundation.. it keeps growing (new game elements) and it keeps slanting over badly balanced weight.. solution? improvise (nerfs and wipes) with sticks and stone to it side to prevent collapse for a few more days. And it keeps growing.
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Re: Game Development: As Above, so Below

Postby darnokpl » Thu Apr 04, 2013 7:14 pm

Found 6% purity water :)
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Re: Game Development: As Above, so Below

Postby T0ne » Thu Apr 04, 2013 7:15 pm

I guess its a good thing I did not invest in those high purity seeds a couple days ago. Seeing all these negative opinions from such a variety of established players is a bit disheartening as I had just started finding the motivation to get a better grasp on farming in this game.

Do the devs usually respond or interact at all on these forums? I noticed a couple posts earlier on in the thread, but nothing of real significance. It seems they are in a bad situation here. I would not mind a new server, I think that would be great, everyone on equal footing. A wipe would really suck for those who invested time and money, but it almost seems as though a new server would essentially draw in the majority of the population, leaving those who invested a ton of time on what could be a pretty much barren server.
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Re: Game Development: As Above, so Below

Postby FutureForJames » Thu Apr 04, 2013 7:15 pm

tweenprinc3ss wrote:
I have job, girlfriend, a life. I can not commit 40-50 hours of my life to this game every week. I would gladly pop a few bucks down to save me some time. In addition, they need the ***** money.


I am assuming that most people of the age 23+ have a job, are in a relationship, have a life and cannot commit 40-50 hours of their life every week into a game on a regular basis.

I agree though that the game very much needs the money and that donations alone would not cut it. Which is why more cosmetic items in the item mall are desirable.

The largest fcked up system, is though the stall system that currently exists. It encourages people to either to grind like madmen during the server start or to spend real life money to get them with silver. I've experienced both the Plymouth early days and Jamestown early days and without a doubt the Plymouth ones were far more lively and had far more town interactions, mainly due to the fact that stalls didn't exist and that if you wanted to trade you had to directly interact with another person.

Owned several stalls too, and it was incredibly boring. Put some items, take some silver, no direct interaction with another person. Trading thread was so inefficient compared to having a stall, that it wasn't worth the time either.

I would be willing to accept any reimbursement, any change, if stalls are removed from the game. They were never needed, they simply served as a few quick bucks for the devs during the server starts.
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Re: Game Development: As Above, so Below

Postby qbradq » Thu Apr 04, 2013 7:16 pm

So after reading 22 pages of this, uh, debate, I think I'm done. I'll just throw down my two pence and be on my way.

Everyone is in the same boat now. Everyone needs to adjust how they grind and maintain seeds. Everyone will need to start grinding wood purity. Everyone will need to start hunting down purity materials for pots.

The only difference between those that have more than others is this: they have more. They have more resources to leverage today than you do. It's the same situation as yesterday. The only difference is now you have to work in a different way to "catch up". At the same time those who have more must work in a different way to maintain what they have.

The only folks that should be cheesed off about this are those who have more. The purity of their crops cannot be maintained today as they were yesterday. They have a massive grind in front of them before they can get back to where they were yesterday. I think the reason we don't see a lot of those folks complaining on this thread is that they clearly understood that this change was inevitable, and they're the type of folks that get things done.

If you've been playing this game since before open beta and don't have 300+ humors you shouldn't be complaining. You weren't going to have 300+ humors a month from now anyway.
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Re: Game Development: As Above, so Below

Postby colesie » Thu Apr 04, 2013 7:16 pm

Kilns affecting plant pot purity, smelters capping ore q, anvil + hammer capping crafted metal purity, metal purity affecting brazier q, wood/stone purity affecting wall strength, coal affecting bar purity... The list goes on
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Re: Game Development: As Above, so Below

Postby Scilly_guy » Thu Apr 04, 2013 7:27 pm

Its like they're trying to make a Haven clone!
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Re: Game Development: As Above, so Below

Postby Cik » Thu Apr 04, 2013 7:32 pm

tweenprinc3ss wrote:
Procne wrote:With multiple servers there is no need for wipe, since you can make new server instead. If there will be people playing on old servers then it still makes sense not to wipe them


Someone already commented on this accurately. If they open a new server, there will be a mass exodus to that new server, basically destroying the other 3 servers.


Which will undoubtedly prove the absurdity of these game-play mechanics being present on the other 3 server by the majority of players who know they wont have any chance of leveling towards the 300+ humor players any time. . .so yea. . .proves the point, I think. And ignoring the consideration of a new server could also be legitimately considered a conscience suspension of disbelief.
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Re: Game Development: As Above, so Below

Postby jwhitehorn » Thu Apr 04, 2013 8:11 pm

qbradq wrote:So after reading 22 pages of this, uh, debate, I think I'm done. I'll just throw down my two pence and be on my way.

Everyone is in the same boat now. Everyone needs to adjust how they grind and maintain seeds. Everyone will need to start grinding wood purity. Everyone will need to start hunting down purity materials for pots.

The only difference between those that have more than others is this: they have more. They have more resources to leverage today than you do. It's the same situation as yesterday. The only difference is now you have to work in a different way to "catch up". At the same time those who have more must work in a different way to maintain what they have.

The only folks that should be cheesed off about this are those who have more. The purity of their crops cannot be maintained today as they were yesterday. They have a massive grind in front of them before they can get back to where they were yesterday. I think the reason we don't see a lot of those folks complaining on this thread is that they clearly understood that this change was inevitable, and they're the type of folks that get things done.

If you've been playing this game since before open beta and don't have 300+ humors you shouldn't be complaining. You weren't going to have 300+ humors a month from now anyway.


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Re: Game Development: As Above, so Below

Postby fox » Thu Apr 04, 2013 8:40 pm

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