Game Development: Nickels & Dimes

Announcements of major changes to Salem.

Re: Game Development: Nickels & Dimes

Postby loftar » Thu Apr 25, 2013 6:35 am

colesie wrote:Nice stats gimp ;)

Let's see your stats, then. Oh, they're all 5? Did that happen now? ¦]
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Re: Game Development: Nickels & Dimes

Postby dageir » Thu Apr 25, 2013 6:35 am

Bronze weapons arent great compared to iron (steel).
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Re: Game Development: Nickels & Dimes

Postby colesie » Thu Apr 25, 2013 6:37 am

I assume bronze would be used for new swords, gun pieces, platearmor, etc
It'd likely be a lower-grade in the end but easier to obtain
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Re: Game Development: Nickels & Dimes

Postby Mereni » Thu Apr 25, 2013 6:40 am

dageir wrote:Bronze weapons arent great compared to iron (steel).


Bronze is stronger than wrought iron. Steel is stronger than bronze.

But really, where are the copper recipes? I see you can make a couple things with copper instead of iron, but that's it. This wasn't a bad update, but... nothing happened. There's no reason to stop searching for a new game to play.
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Re: Game Development: Nickels & Dimes

Postby Gallient » Thu Apr 25, 2013 6:41 am

So you turned on copper and made collapsible mines....
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Re: Game Development: Nickels & Dimes

Postby colesie » Thu Apr 25, 2013 6:48 am

loftar wrote:
colesie wrote:Nice stats gimp ;)

Let's see your stats, then. Oh, they're all 5? Did that happen now? ¦]

I will sue you for sexual harassment!!!

http://puu.sh/2GH8w.jpg
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Re: Game Development: Nickels & Dimes

Postby Snowpig » Thu Apr 25, 2013 7:32 am

Jorb wrote:Point being that you can toss stuff in and just let it sit until it reaches its maximum potential without automatically losing it thereafter.


How should that work if we still have to babysit the equipment while checking the stability of the stuff we put in?

The part of the Alchemy we a re-playing here is plain chemistry. Chemistry is - despite of its "poof, bang, explosion" effects a quite solid and predictable natural science: If i mix water and sulfuric acid by pouring water first then sulfuric acid, then the mixture becomes warm but nothing else happens. If i pour the acid first then the water on its top, then the stuff goes poof.
Therefore it would be more appealing, if the stability did not change by random but as a result of the change of the integral values of the item - like: for each point change in purity the instability goes one up.

The result would be:
- no/less babysitting the equipment, as you could calculate in advance whether your reaction would work of go poof - and most important: when
- a sort of natural cap on the process as purity values tend to raise faster at higher purities
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Re: Game Development: Nickels & Dimes

Postby Wournos » Thu Apr 25, 2013 8:00 am

In a way I'm happy purity was left alone in this update (except for the lab tools). It gives us a little breather. These past 3 weeks have been quite taxing.
Thanks for looking into making it less ... annoying, in lack of a better word.
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Re: Game Development: Nickels & Dimes

Postby dreadlus » Thu Apr 25, 2013 8:25 am

jorb wrote:We've been developing, and here's what's new.

Mining
When you mine you now run the risk of triggering an impending cave-in, illustrated by dust falling from the mine ceiling.



What ceiling? ¦]
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Re: Game Development: Nickels & Dimes

Postby CockyBastard » Thu Apr 25, 2013 8:34 am

Darkside wrote: honestly this game is unplayable with the default client.

Wrong. Ender won't run for me, and I do just fine thank you.

Darkside wrote:
colesie wrote:Tin next update means bronze which is good for all kinds of things


Bronze eh? that means Darworth will make bronze statues of himself all over Jamestown...

I'll make one of him in Roanoke.

colesie wrote:I assume bronze would be used for new swords, gun pieces, platearmor, etc
It'd likely be a lower-grade in the end but easier to obtain

Statues, statues.
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