Game Development: Under Pressure

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Re: Game Development: Under Pressure

Postby Droj » Fri Apr 12, 2013 2:18 am

Another updating adding another layer of complexity and randomness. For a permadeath game it is sure is becoming even more challenging for a new player to understand. Why some things are certain such as striking a punch, building a wall whilst others do not and incorporate random rise and fall; crop purity, trees for example. This presents inconsistency in a 'crafting' game where some actions are based on character skill & proficiency and others are not. Understandably it's still in beta and not finished but usually most features are implemented by this stage.

Why for one should a pilgrim that learns Cain & Abel be more successful at landing a killing blow than say another with forestry planting and growing trees. If proficiencies like S&C affect the overall success of a sprouting then why does C&D not affect the success of combat attacks and killing blows. Assuming eventually each proficiency will be linked to one or more action or skill. One may point out trying to punch an opponent standing still is difficult enough without the possibility of it missing overall.

We can till fields anywhere assuming the ground is fertile enough for the growth of crops, (plouging anyone?) but cannot build a mine shaft anywhere because that area is unsuitable to do so. Tilling fields in the dry arid land such as the badlands, suitable for growth? A mine shaft should be that, a mine shaft. It doesn't theoretically mean you will find iron ore or any other type there that is why you 'mine' and explore benith the surface for precious metals. Similary nodes could be implemented where certain types of ore can only be found on one side of the map. Why the unnecessary grind, pointless spam of mine shafts for every ore type and quality when ideally the discovery and quality should be down to the miner, character and it's proficiency, promoting another sort of exploration.

Now the recent addition of these cooking pots are not yet at all clear to me in terms of purpose and function. I know alchemical purity is still being worked on so maybe this becomes clearer in time.
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Re: Game Development: Under Pressure

Postby rustles » Fri Apr 12, 2013 2:59 am

This update seems to be moving the game in the right direction.

I fail to see how any of these new features are useful in raising purity though.

Through experimentation I found that when crafting, the average of each element of the items used will determine the elements of the product produced, give or take a decimal place.

Say you're trying to raise one particular element, salt for example.

buy high purity food, use it to bring the salt of a worm closer to the salt of the food, put worm in compost, humus will be produced with the average of the compost and worm's salt. Use the humus to produce crops, the salt element of the crops will be the average of the seed and humus purity.

If you repeat this cycle using the crops produced, you will not raise the purity at all. The salt of the crops will be lower than the salt of the worm, so you'd be lowering the salt element of the worm if you repeat that process. So the only way to increase purity is to buy more and more high purity items from before the update that imbalanced the entire game(those are quickly running out as well).

Same goes with that cooker thing. It doesn't raise any elements of items, it just balances them out.

There needs to be a way to raise purity that does not involve buying and using higher purity items.

I still haven't seen the worms eat any food. I set up several containers with worms and various foods, they've been sitting around for hours. The cookers have been in the stove for a while and I haven't seen any changes in the items being processed either.
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Re: Game Development: Under Pressure

Postby Viackura » Fri Apr 12, 2013 4:01 am

feedback: it takes way too much time for worms to start being hungry
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Re: Game Development: Under Pressure

Postby Azor » Fri Apr 12, 2013 6:33 am

Tylan wrote:I think that the problem is people have yet to adjust their expectations as a direct result of dev silence. If things are going to be like this from here on out with 100% puity becoming nearly impossible to achieve in production, they should say so. Someone should say so.


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Re: Game Development: Under Pressure

Postby ysbryd » Fri Apr 12, 2013 6:41 am

rustles wrote:This update seems to be moving the game in the right direction.

I fail to see how any of these new features are useful in raising purity though.

Through experimentation I found that when crafting, the average of each element of the items used will determine the elements of the product produced, give or take a decimal place.

Say you're trying to raise one particular element, salt for example.

buy high purity food, use it to bring the salt of a worm closer to the salt of the food, put worm in compost, humus will be produced with the average of the compost and worm's salt. Use the humus to produce crops, the salt element of the crops will be the average of the seed and humus purity.

If you repeat this cycle using the crops produced, you will not raise the purity at all. The salt of the crops will be lower than the salt of the worm, so you'd be lowering the salt element of the worm if you repeat that process. So the only way to increase purity is to buy more and more high purity items from before the update that imbalanced the entire game(those are quickly running out as well).

Same goes with that cooker thing. It doesn't raise any elements of items, it just balances them out.

There needs to be a way to raise purity that does not involve buying and using higher purity items.

I still haven't seen the worms eat any food. I set up several containers with worms and various foods, they've been sitting around for hours. The cookers have been in the stove for a while and I haven't seen any changes in the items being processed either.


I think the actual crops and trees produced have a slight level of +/= 5%? so gradually the cycle could be improved. My worms havent eaten either, maybe its a once a day thing? and I had clay go from 5% to 8% in a cooker, but then I pushed my luck and it went poof... so there are possibilities to increase levels, but very VERY slowly
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Re: Game Development: Under Pressure

Postby Siobhan » Fri Apr 12, 2013 6:44 am

CORN is still not fixed :(

I would consider raising tree purity if it meant my corn could have purity ;)
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Re: Game Development: Under Pressure

Postby Wournos » Fri Apr 12, 2013 8:11 am

Darkside wrote:I'm just worried that I still have not had any of my worms eat anything... I wonder how long the cycle is - 24 hours?

I just logged in after 12 hours to check my own bins and "worm pets" and absolutely nothing is different, except for more hummus and one extra worm in the bin.

Have anyone been able to confirm if worms become purer inside a compost bin? If I put only lead items in a bin worms used to take on the element of the items when they spawned. Since worms still spawn in the bin it would only be natural for them to increase in purity if you keep adding stuff that matches their element.
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Re: Game Development: Under Pressure

Postby Glennfinnan » Fri Apr 12, 2013 9:10 am

jorb wrote:Worms can be placed in any container and will then eat most any plants when placed next to them.
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Re: Game Development: Under Pressure

Postby DemonEyes » Fri Apr 12, 2013 9:18 am

I have TRIED every means of which to encourage my little soldiers to snack on the sweet goodness of my autumn grass.. I have put one worm surrounded by grass.. and lots of worms surrounding one grass.. I have tried putting the worm in first, then putting the worm in second.. I have tried placing the worm on top of a grass to remove it..

My worms are definately hell bent on a starvation diet.. Maybe if i stopped industrialising India???..... or ended apartheid??.... or ended Slavery? wait I dont do any of them!! stop oppressing me wurms!
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Re: Game Development: Under Pressure

Postby Mereni » Fri Apr 12, 2013 9:20 am

staxjax wrote:How will it not help with the purity grind? Have you not tried putting tree cuttings, unburnt gardening pots, or boards in it?


lachlaan wrote:I think he means that it won't help you raise your highest element any higher. The purity % and purity multiplier are situationally useful, ultimately to reach 100 in one element you need to actually have a mechanic that can raise that particular element up to 100.


No, when I said it won't help with purity grind, it's not just because it won't raise the primary element higher, but because it will actually Hurt your grind if you intend to get an element to go about 50.00. Of course, that was true before, when purity was raised with a random element. If you ever had seeds with something like 50 0 0 50 and tried to raise on of those 50s higher, you know what I'm talking about here. Maybe it's different now, but I still really don't see how this will be all that useful.
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