Game Development: Every Little... + Development Thoughts

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Re: Game Development: Every Little... + Development Thoughts

Postby Potjeh » Thu Jun 06, 2013 5:55 am

Remove points ticking down in gluttony. Carry over points between gluttony sessions. Only allow one of each food type to be gluttoned per humour event. Final destination.
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Re: Game Development: Every Little... + Development Thoughts

Postby sabinati » Thu Jun 06, 2013 5:59 am

Potjeh wrote:Only allow one of each food type to be gluttoned per humour event.

extreme diminishing returns would probably be better there
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Re: Game Development: Every Little... + Development Thoughts

Postby Mereni » Thu Jun 06, 2013 6:00 am

sabinati wrote:
Potjeh wrote:Only allow one of each food type to be gluttoned per humour event.

extreme diminishing returns would probably be better there


Kinda like the skill system? Which works really very well and encourages use of varied inspirationals.
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Re: Game Development: Every Little... + Development Thoughts

Postby Potjeh » Thu Jun 06, 2013 6:01 am

Yeah, but I reckon they wouldn't make them extreme enough. Can't go wrong with just disallowing it. Besides, this eliminates pointless note keeping, you wouldn't have to worry if you'll waste good food because you ate some of it before and forgot about it.
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Re: Game Development: Every Little... + Development Thoughts

Postby sabinati » Thu Jun 06, 2013 6:03 am

Mereni wrote:
sabinati wrote:
Potjeh wrote:Only allow one of each food type to be gluttoned per humour event.

extreme diminishing returns would probably be better there


Kinda like the skill system? Which works really very well and encourages use of varied inspirationals.


yes

Potjeh wrote:Yeah, but I reckon they wouldn't make them extreme enough. Can't go wrong with just disallowing it. Besides, this eliminates pointless note keeping, you wouldn't have to worry if you'll waste good food because you ate some of it before and forgot about it.


tooltips, imo
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Re: Game Development: Every Little... + Development Thoughts

Postby sabinati » Thu Jun 06, 2013 6:04 am

gluttony timer is the worst thing about it
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Re: Game Development: Every Little... + Development Thoughts

Postby Potjeh » Thu Jun 06, 2013 6:05 am

Yeah, I have to agree there. Lots of people are saying that Salem should be more like Haven, and I think they're primarily thinking of gluttony vs FEPs when they say that.
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Re: Game Development: Every Little... + Development Thoughts

Postby belgear » Thu Jun 06, 2013 6:08 am

jorb wrote:
belgear wrote:So you just fancy the Masonic name.


As nefarious heresies go its an easy one to poke fun at.

lol.
Fair enough.
It also implies that they wish to control not only the direction the game is going but also the political landscape.
Illuminati woulda been a better target. They are more current, most people don't even know what a master Mason is anymore :P (which is something that, as an organization, has been a hardship :( Nice that people don't accuse me of offing it with goats, though)
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Re: Game Development: Every Little... + Development Thoughts

Postby FutureForJames » Thu Jun 06, 2013 6:12 am

Yourgrandmother wrote:Please remove the following moderators:

MagicManICT
colesie
Potjeh

They show nothing but negativity towards Salem and are a bad first impression to new players. Moderators who are politically motivated and show bias such as these 3 should also not be in any position of power.

That is all.

:lol: They are three of the best mods.
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Re: Game Development: Every Little... + Development Thoughts

Postby Bittereinder » Thu Jun 06, 2013 6:41 am

mdm20 wrote:If your goal is to have a game with a lot of people playing, permanent death is very bad idea. This will generally be your new player cycle

1. create character
2. spend some timing figuring out how things work, raise some proficiencies, gluttony a bit, build some stuff
3. get killed
4. never play again

I think you need to have some way to protect the new players so they stick around long enough to care about the game. Maybe have a month long no-kill period. Or maybe make pk-ing an opt in process, so some people can play peacefully, if they choose to. I'm sure there are other good ideas around.

I also think there needs to be more stuff to do in the end-game. Killing each other is probably not that great for player retention either.


I don't think the majority of the quitters are people who were killed, but 1) the ones who had their base destroyed and 2) got tired of the game.
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