Game Development: Project Mayhem

Announcements of major changes to Salem.

Re: Game Development: Project Mayhem

Postby Darwoth » Thu May 09, 2013 5:51 am

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Re: Game Development: Project Mayhem

Postby Borgins » Thu May 09, 2013 5:54 am

Good update guys,done good played strong. Like the direction, more variables less reliance on purity, should be good.
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Re: Game Development: Project Mayhem

Postby Darkside » Thu May 09, 2013 5:56 am

For a bit more realistic scenario than Darworth's impossible-to-get-anymore-purity ingredients ;)

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So its really neat how now just the numbers are modified up and down across the board evenly, but the whole profile of the product can change significantly! Like some of these products suddenly get decent yellow bile values out of nothing.

They say variety is the spice of life, so this update is like dousing a jar of cayenne pepper on the game. I like it... really introduces new dimensions to baking that make it fun to explore AND rewarding << key word there :D
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Re: Game Development: Project Mayhem

Postby Darwoth » Thu May 09, 2013 6:00 am

actually i was using like 35% cabbage, the flour was higher but i dont think the finished purity of the food will be out of the norm with water that isnt **** (mine was) as i have to think that farm purity will be able to attain at least 50% or so pure crops again one day.
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Re: Game Development: Project Mayhem

Postby Falken » Thu May 09, 2013 6:03 am

Doh my garlic spitroasts got pummeled! These were made pre-patch too.

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I think I used rabbit or beaver and wild garlic. Definitely punishes us new players.
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Re: Game Development: Project Mayhem

Postby Viackura » Thu May 09, 2013 6:09 am

30% cabbage is a bit unreachable with the current purity, dont you think so?
that's why everyone is asking a wipe of the older purity paradigm food/everything which would help but w.e, not my choice
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Re: Game Development: Project Mayhem

Postby loftar » Thu May 09, 2013 6:12 am

FYI, there was a bug until now where the order of the buffs on the items could become inverted, which makes a difference. Some products made until now may retain that inverted order and the change in values which that implies, but new things crafted should have stable ordering.
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Re: Game Development: Project Mayhem

Postby malaclypse » Thu May 09, 2013 6:27 am

Well done gents. Keep it up and I may fire up salem again.
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Re: Game Development: Project Mayhem

Postby ysbryd » Thu May 09, 2013 6:52 am

Very interesting, thanks guys, maybe next week my cows? PRAS
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Re: Game Development: Project Mayhem

Postby colesie » Thu May 09, 2013 6:52 am

Seems neat but the problem is that it encourages bases yet again and puts less importance on the player. I really like this but not if bases are meaningless with defense. If anyone can break into your base with enough effort on their end, then why bother taking the time to tier up your equipment (planter's pots, kilns, ovens etc) or your fields when someone can simply walk in and level it all in an afternoon. One thing I liked about Haven is how PVP was pretty optional. If you make a brick wall, a curtain wall and do wall checks daily you can live peacefully. In Salem you're forced into that side of the game regardless because of things like the 4 hour windows on trials and poor base design. I just have a hard time gathering up enough ***** to dedicate that much into a base that can be wiped so easily.
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