Game Development: Nickels & Dimes

Announcements of major changes to Salem.

Re: Game Development: Nickels & Dimes

Postby Spazzmaticus » Thu Apr 25, 2013 2:12 pm

Agreed. I dont think they are doing things in a week. They probably have a plan they are following with multiple things being worked on. Then they release some things that are ready each week.

The fact that there is less done this week could mean that they stepped away from the current plan to work on changes needed.


This has been my general view of things. Seemingly minor additions and tweaks that are meant to build up to more substantial changes. Still, it wouldn't kill them to elaborate on that. People might get it in their head that a single change in mechanics (such as the introduction of copper) should be taken at face value. It makes the less patient of us irate and noisy.
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Re: Game Development: Nickels & Dimes

Postby Scilly_guy » Thu Apr 25, 2013 2:32 pm

jorb wrote:
We are thinking about Animal Husbandry, Fearsome Creatures and Priesthood, in no particular order.

Enjoy!


How do people not understand that an update is not ALL of the work they have done in a week, I'm guessing they have done work on some of these things too.
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Re: Game Development: Nickels & Dimes

Postby Yasso » Thu Apr 25, 2013 2:37 pm

Scilly_guy wrote:
jorb wrote:
We are thinking about Animal Husbandry, Fearsome Creatures and Priesthood, in no particular order.

Enjoy!


How do people not understand that an update is not ALL of the work they have done in a week, I'm guessing they have done work on some of these things too.


Would you please explain to me why they are being so secretive about it perhaps?
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Re: Game Development: Nickels & Dimes

Postby lachlaan » Thu Apr 25, 2013 2:45 pm

Yasso wrote:
Scilly_guy wrote:How do people not understand that an update is not ALL of the work they have done in a week, I'm guessing they have done work on some of these things too.


Would you please explain to me why they are being so secretive about it perhaps?


Secretive? You just saw a list of what they're working on, and the order they're working on it : "in no particular order". At the very best they might have to report to their publishers the complete list of every single little thing they coded or worked on, and certainly not us. I personally like that they took the community's advice after "As above, so below" and started sharing their plans more with the community, and just communicating a bit more. I do agree that more could be done in that respect, but that "more" is definetly not having to report their every move to us :P The idea that they're "keeping it secret" makes me think the next announcement thread will just consist of Jorb listing features, well ... this happening : http://www.youtube.com/watch?v=K7luMp6lb9M
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Re: Game Development: Nickels & Dimes

Postby k545836 » Thu Apr 25, 2013 2:46 pm

After a month of playing with new purity feature, I can say that I definitely do not like it. Selection was intuitive and simple concept from real world. This bin changing/worm feeding is just meh.

At the moment i hope that the devs just leave it alone at current state where it does nothing. And implement some fun stuff like new complex food recipes with mostly unused tier 2-3 products etc. Thus I am really excited with this patch :)
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Re: Game Development: Nickels & Dimes

Postby tweenprinc3ss » Thu Apr 25, 2013 3:30 pm

I have to agree with many others so far, new purity system blows. It is over complicated, tedious, and the destroy my perfectly fine 5% compost bin to build a 6% one is totally unrealistic. I like the beginning of the Alchemy system, tho the changes it makes seem too minute to be worth it.
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Re: Game Development: Nickels & Dimes

Postby Spazzmaticus » Thu Apr 25, 2013 3:43 pm

tweenprinc3ss wrote:I have to agree with many others so far, new purity system blows. It is over complicated, tedious, and the destroy my perfectly fine 5% compost bin to build a 6% one is totally unrealistic. I like the beginning of the Alchemy system, tho the changes it makes seem too minute to be worth it.


I have a feeling that we are going to have to warm up to the idea that even purity beyond 50'% should be exceedingly rare. Wouldn't expect more than about 20% these days. Pretty sure that is by design, not accidentally. Odds are we'll never see anything 100% pure ever again.
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Re: Game Development: Nickels & Dimes

Postby Darkside » Thu Apr 25, 2013 3:55 pm

Spazzmaticus wrote:
tweenprinc3ss wrote:I have to agree with many others so far, new purity system blows. It is over complicated, tedious, and the destroy my perfectly fine 5% compost bin to build a 6% one is totally unrealistic. I like the beginning of the Alchemy system, tho the changes it makes seem too minute to be worth it.


I have a feeling that we are going to have to warm up to the idea that even purity beyond 50'% should be exceedingly rare. Wouldn't expect more than about 20% these days. Pretty sure that is by design, not accidentally. Odds are we'll never see anything 100% pure ever again.


Aye, I agree.

Humus is capped by the worms and the compost bin.

You cannot get higher compost bin than what elements you can find in nature for the ingredients clay (or water), lime and granite - and to find any of these at 10% pure or close to 50.0 in elemental value is exceptionally rare. So your best case scenario is you manage to find all three of those close to 50.0 at 10% purity. Now you plant a sapling and get some 1% or 2% let down unless you are lucky enough to have on hand pre-patch high purity humus, then you might have a 3-4% purity 1st generation plant but lets assume you are not so lucky.

Now you have to do a several month grind of waiting for the tree to grow so that you can get cuttings from it, then replant it in your pot so you get a tree with purity closer and closer to the pot it is grown in. But since trees failure rate is quite high there is a good chance one of your generations fails to produce a plant-able sapling, and then you start over from a impure sapling.

I can confirm crops do sometimes come out with higher purity/elemental values than the humus used to prepare the field with - but it is quite rare and the humus is so heavily weighted that you cannot hope to replant its seeds over and over to raise the purity beyond humus much longer because the more the seed purity exceeds the humus the more the effect is that the result will end up at the humus alchemy levels instead of the seed used to plant.

Then of course worms also factor into but their effect is even less than the humus and due to their feeding mechanism they cannot ever exceed elemental values of the plants you feed them - which are also subjected to that natural ~10% purity cap for foraged items.
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Re: Game Development: Nickels & Dimes

Postby k545836 » Thu Apr 25, 2013 4:10 pm

I do not have a problem with the cap, not at all. It is the system you describe I do not like. I'd grind 6 month to 10% the old way. No problem. But the new way is like a complex ugly dance on a crooked floor :)
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Re: Game Development: Nickels & Dimes

Postby Droj » Thu Apr 25, 2013 4:12 pm

These weekly updates;

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