Game Development: As Above, so Below

Announcements of major changes to Salem.

Re: Game Development: As Above, so Below

Postby Mereni » Fri Apr 05, 2013 7:46 am

MagicManICT wrote:a metric f*-ton of signs.


Yeah, this song's been going through my head all day: http://www.youtube.com/watch?v=qLm3HMG8IhM
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Re: Game Development: As Above, so Below

Postby darnokpl » Fri Apr 05, 2013 9:23 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.


Can we have formulas and right click option to check Gardening Pot purity?
If kilns, smelters etc etc does matter now it would be useful to have this option on them too.

jorb wrote: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.


Can we have formulas please?
I don't understand why in cases like this we can't have it?
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Re: Game Development: As Above, so Below

Postby Nimmeth » Fri Apr 05, 2013 9:40 am

darnokpl wrote:
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.


Can we have formulas and right click option to check Gardening Pot purity?
If kilns, smelters etc etc does matter now it would be useful to have this option on them too.

jorb wrote: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.


Can we have formulas please?
I don't understand why in cases like this we can't have it?


Was just about to write the same,

i mean now that they like to call it beta, there would be no point in trying to hide numbers and stuff,
i bet you got numbers for everything, that the dev's just don't fell confy releasing, for some wierd reason.
give up some of em numbers :)
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Re: Game Development: As Above, so Below

Postby Orcling » Fri Apr 05, 2013 10:25 am

Time to spam some more lime on the planted high purity seeds to get the best out of them. 1000% plenty, anyone? ¦]
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Re: Game Development: As Above, so Below

Postby iamah » Fri Apr 05, 2013 12:32 pm

It means we have to rebuild things constantly to get better purity out of it? makes me not want to build anymore... guess is time to say goodbye
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Re: Game Development: As Above, so Below

Postby wormcsa » Fri Apr 05, 2013 1:20 pm

If I were the developer, I would keep agriculture as before, but nerf all foods that don't use water or potables. Purity wood and iron would then be grinded to find purity water wells. Systems for creating high purity pots and humus could be kept in place, just humus shouldn't affect agriculture, deleting months of seed grinding with no warning and creating the weird situation that if you happened to stockpile seed and humus you now have a very large advantage over people who consumed most of their stockpile. As it stands, this game should at least wipe humus purity so as to not give a huge boost to people who happened to compost high purity crops.
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Re: Game Development: As Above, so Below

Postby nostra » Fri Apr 05, 2013 1:26 pm

by TotalyMoo » Tue Aug 07, 2012 4:24 pm

We're not planning for more wipes, but in the case it happens all silver will be refunded in the new world.


Let's see what the case is...
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Re: Game Development: As Above, so Below

Postby Darwoth » Fri Apr 05, 2013 1:29 pm

either i am unlucky or the critical hit rate on braziers has been increased
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Re: Game Development: As Above, so Below

Postby Darwoth » Fri Apr 05, 2013 1:34 pm

nostra wrote:
by TotalyMoo » Tue Aug 07, 2012 4:24 pm

We're not planning for more wipes, but in the case it happens all silver will be refunded in the new world.


Let's see what the case is...



i dont particularly give a **** about the silver i bought, i care about the time spent digging, building infrastructure + characters and merchanting. i didnt stock stalls for half of my game time for "fun" i did it to acquire wealth to use later, does my 200k go with me on a server wipe? go i get a crate of high explosives to auto flatten some land? what about some reimbursement on the time spent mapping out 35k tiles?

and so on and so forth, all activities i would not have wasted my time on if they had not stated there would be no wipes. i have restarted 4 times now since early beta with wipes and the new servers, think i would simply say so long as opposed to doing all of the tedious stupid ***** that i have done four times now yet again.
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Re: Game Development: As Above, so Below

Postby Rabidursus » Fri Apr 05, 2013 1:39 pm

kaillslater wrote:qbradq and magicman are right: I don't think it hurts newer players, but hurts more established ones.
From that perspective, I thought I would bring up some of my new-ish player thoughts:
1 As mentioned before, veterans will be more hesitant when raiding bases. Without access to 100% purity crops, any bile damage done by braziers cannot be recouped. Newer players with braziers but only low quality iron may not be worth targeting. Huge swing in the risk/reward - the only way to keep those 400+ biles is to not fight. Biles above +100is (whatever the number is) is a finite resource, for now at least. When it comes to raiding less established players, is the juice worth the squeeze? They might be able to make an army of 300 bile characters, but for now there's a limit to how many. That limit wasn't there yesterday.


What the veterans should do now is use the power they have to bash any base they suspect have pure humus, that way they secure power forever.
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