Game Development: Under Pressure

Announcements of major changes to Salem.

Re: Game Development: Under Pressure

Postby lachlaan » Mon Apr 15, 2013 8:58 pm

The risk of catastrophic failure, according to the patch notes, is proportional to the level of "Chymicall Instability" of the stuff inside the pots. Or at least tied to the concept of "Chymicall Instability". Now, considering pots have no such attribute, I think it's safe to assume that any sort of backfire happening with empty pots is a bug. The question now is .. was there really nothing in the pots? Perhaps a forgotten item from a previous batch that had high instability. The more worrying thing would be if there was a stable item in there that made it all go pop in an hour. That sort of risk pretty much makes the cookers worthless, unless you can make 100% pure cookers that somehow tick 4 times in the hour it takes for stuff to become unstable. Not that 4 alchemical points shifted would be that much, though :\
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Re: Game Development: Under Pressure

Postby rustles » Mon Apr 15, 2013 9:07 pm

I agree with what people are saying about making sudden changes in the game's core mechanics this late into it's development. We've got 25/25/25/25 items everywhere from before the patch, 100% purity items, assholes running around with 400+ humours, random purity stuff from after the patch, all mixed up together.

So we have people who exploited the game's "unintended" mechanics before the patch, who have a huge advantage over new players due to their now unreachable powers, and due to the fact that they were able to reach that state so easily.

Now those same people have the advantage even after the patch. Maybe they planted trees with 100% purity humus, maybe they had some 100% purity worms in their compost bin, maybe they had 100% purity seeds, maybe they had all of the above.

Chopping down a 100% purity tree, they could make a 100% purity compost, combine with 100% purity worms, get 100% purity humus, plant 100% purity seeds with it, and woolaa, they're producing 100% purity food even after the patch.

(and no, purity of nails have zero influence in the purity of humus. I used 25/25/25/25 boards and plugs and 31% pure iron for nails. It produces exactly 25/25/25/25 humus)

Even if they had only one of those things from before the patch they'd be cutting off a huge portion of the effort new players need to put in to grind purity after the patch.

Now what do new players have to do? Grind worm and tree purity, having factors they have no control over such as purity of granite, water, lime, etc weigh down the entire process. They also need to build new compost bins each time(yeah, you could raise your proficiencies to increase purity cap by a few percent, but that does no justice to how much of an influence they have on purity of the final product).

Doing everything I could since the patch, I'v only been able to raise the purity of my crops by 1/10th of a percentage. That was like a week and a half ago? Before patch it would have been up by at least 5%.

What I'm saying is that it would be understandable to make such changes only if they did something to balance everything out. You cant have people with 400 humours, 100% purity items, 25/25/25/25 purity items, and random purity items mixed together. What they should have done/should do is either wipe the servers, or reset the purity of everything in the game, as well as everybody's humours to achieve balance.
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Re: Game Development: Under Pressure

Postby rustles » Mon Apr 15, 2013 9:18 pm

It would have been impossible for anything to be in the pressure cookers. I haven't used them in at least two days. I made sure all of the pressure cookers were empty before I filled it with sticks to avoid it blowing up. The stove was on for at least 12 hours yesterday, as I filled it half way.

Even if there were something left in it, after an additional 12 hours anything in the pressure cookers would have been destroyed for sure. I lit the stove this morning and then went hunting, when I came back to cook my food the stove was gone.

The pressure cookers were 8% pure, if it makes any difference.
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Re: Game Development: Under Pressure

Postby lachlaan » Mon Apr 15, 2013 9:35 pm

I don't think the purity of the cookers makes much difference. That should only really affect the speed with which alchemical values get harmonized. The only thing that should affect the explojunz is the instability of stuff still in the pots. The thing is, if there was something still in there, it's not guaranteed to vanish at the lower instability stages. I believe that as stuff advances through the chymically unstable stages, it just has a higher chance of proccing bad things, and unlocks more bad things to roll checks against. So either you had something in there that was capable of rolling a "KABOOM" , or it's bugged :P Now we just need to wait a few days until someone with any influence actually reads this and checks to see if it is indeed a bug.
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Re: Game Development: Under Pressure

Postby rustles » Mon Apr 15, 2013 9:41 pm

Image

12 hours up, tried these different set ups, all in woven boxes like someone said.

The purity of one of the python worms was slightly altered before the patch when I composted something green.

Before this I surrounded a single worm in food inside of a wooden box, after about 4 days I got rid of it.

Either the people who said their worms are eating are trolling us, or there is an important factor they haven't mentioned.

It would be nice if the devs let us know how they intend things to work.
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Re: Game Development: Under Pressure

Postby Erunildo » Mon Apr 15, 2013 10:10 pm

rustles wrote:Image

all in woven boxes like someone said.


I think you are refering to me,but i said wooDen boxes:P Not that it should matter anyway..

Also i think they mentioned that worms eat "any plant", i don't think that colewort fits in this category. However I also haven't seen any new change in my worms since my last post (almost 24 hours ago).
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Re: Game Development: Under Pressure

Postby L33LEE » Mon Apr 15, 2013 11:10 pm

rustles wrote:I agree with what people are saying about making sudden changes in the game's core mechanics this late into it's development. We've got 25/25/25/25 items everywhere from before the patch, 100% purity items, assholes running around with 400+ humours, random purity stuff from after the patch, all mixed up together.

So we have people who exploited the game's "unintended" mechanics before the patch, who have a huge advantage over new players due to their now unreachable powers, and due to the fact that they were able to reach that state so easily.


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You have no ***** clue what your talking about.

Maxing cereal purity could be done in several hundred hours combined work, yes thats pretty easy, to get max purity on things like pumpkins and cabbage takes THOUSANDS OF HOURS from a combined group to max them WITH THE OLD SYSTEM.

Making judgement on systems, grinding and stuff when the chances are you have never grinded any purity of any crops yourself beyond 10% makes it even more funneh.

With current systems inplace, purity would cap at 15~20% on a new server, with players being able to reach what would start to become a hard cap around 150~200 biles. Bases with 50 braziers and wooden walls, would be able to keep an army of these 200 biles players out, thus making raiding totally redundant under the new system of purity if we was on a new system.

Either way, my point being, only retards who have never grinded the purity of seeds THEMSELVES say its "EASY", when they have no ***** clue how much effort/time went into it.
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Re: Game Development: Under Pressure

Postby Azor » Mon Apr 15, 2013 11:34 pm

rustles wrote:Chopping down a 100% purity tree, they could make a 100% purity compost, combine with 100% purity worms, get 100% purity humus, plant 100% purity seeds with it, and woolaa, they're producing 100% purity food even after the patch.

Could you teach us how to grow 100% purity trees using the current game mechanics?
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Re: Game Development: Under Pressure

Postby Ornery » Mon Apr 15, 2013 11:42 pm

Azor wrote:
rustles wrote:Chopping down a 100% purity tree, they could make a 100% purity compost, combine with 100% purity worms, get 100% purity humus, plant 100% purity seeds with it, and woolaa, they're producing 100% purity food even after the patch.

Could you teach us how to grow 100% purity trees using the current game mechanics?


^ I'd also like to know where to find the 100% water, lime, and clay needed.
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Re: Game Development: Under Pressure

Postby L33LEE » Mon Apr 15, 2013 11:48 pm

Ornery wrote:
Azor wrote:
rustles wrote:Chopping down a 100% purity tree, they could make a 100% purity compost, combine with 100% purity worms, get 100% purity humus, plant 100% purity seeds with it, and woolaa, they're producing 100% purity food even after the patch.

Could you teach us how to grow 100% purity trees using the current game mechanics?


^ I'd also like to know where to find the 100% water, lime, and clay needed.


I think he should go read Grandma's post in the other Game development thread, were he is using 90% humus + 60% seeds and is getting 50% crops.

Even under the new system, the purity is unsustainable, and keeping purity high will be tediously hard if not impossible to reach 90-100%.

Even if we had, 100% water, 100% clay, 100% lime, OF ALL ELEMENTS, GL on getting 100% pure mine of each element to get the 100% compost bins, which means period, due to mine rarity and the fact that the chances are only 1 or 0 mine of each type exists @ 100% pure, compost bins will never ever reach 100% pure except for the dedicated few and the chances are a good year or two in grinding the purity of things. Im looking @ the russians or MM for this one.
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