[Farming] New set of Skills and Items

Forum for suggesting changes to Salem.

[Farming] New set of Skills and Items

Postby Gromar » Thu Jul 24, 2014 10:02 pm

Hello together,

these days I thought about the farming and the interesting variety we have. In addition I would like to have a different angle to Farming and the opportunity to create beverages.

This could include Beer, Wine, Spirits but also "lemonade". [Having performed a search, I just found 1 comment on Vinyards here: http://forum.salemthegame.com/viewtopic.php?f=12&t=6857&p=84773&hilit=Vinyard#p84773

Including Drinks into the game would involve to have entire new skill sets, graphics and items. Extending the idea further, people would be able to create a "branded" Wine, which then becomes a collectable. Wine could be of different quality, different tastes (not only in purity, but the mixture itself) and Wine grown in one area would be different from wine in another area. Having Wine/beer as collectable, there would be the opportunity to have wine and beer cellars.

While farming is done on a relativley flat ground, vinyards would need hillsides and therefore the uneven surface could be used. I can also imagine, that the direction of the Vinyard matters (South and North orianted Wine yield different results in what they taste like.)

I belive the idea would make an interesting upgrade to have more content in the game and I also believe that it should not have highest priority. Nevertheless it would be something to think about and something we could discuss further. Maybe we can come up with a rough concept if players are interested in "drinks" - and I am almost certain they are - not only for party opportunities and funny effects on body movement....

All the best
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Re: [Farming] New set of Skills and Items

Postby Thor » Thu Jul 24, 2014 10:10 pm

Goddamn +million to this one. I WANT TO BREW VIKING VODKA AND GET WASTED!
saltmummy wrote:You sad sad little man, my heart weeps for you. Better not go outside or your thin, tissue paper like skin might spontaneously rupture while your fragile sensibilities violently shatter spraying salt and urine all over the street.
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Re: [Farming] New set of Skills and Items

Postby DarkNacht » Thu Jul 24, 2014 10:52 pm

The reason there are not many suggestions for this is that most people assume the devs know we want all the content from HnH, though its probably a good idea to remind the new devs. We need more crops, more trees, alcohol, hemp and tobacco.
Last edited by DarkNacht on Fri Jul 25, 2014 2:08 am, edited 1 time in total.
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Re: [Farming] New set of Skills and Items

Postby Feone » Thu Jul 24, 2014 11:16 pm

+1
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Re: [Farming] New set of Skills and Items

Postby JohnCarver » Fri Jul 25, 2014 6:06 am

We actually do not play H&H and are making it a point not to as it is the goal of both Mortal Moments and Seatribe that the games begin to diverge and take on more unique identities.
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.

Nsuidara wrote:it is a strange and difficult game in no positive way
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Re: [Farming] New set of Skills and Items

Postby Gromar » Fri Jul 25, 2014 7:40 pm

Hi JC, now I do not exactly know what that means - Bury the idea?
We actually do not play H&H and are making it a point not to as it is the goal of both Mortal Moments and Seatribe that the games begin to diverge and take on more unique identities.

For information in general: I did not play H&H before and did not think about a copy of your other baby. The idea is purely based and influenced by general brainstorming, linked with 30years gaming experience (surely there has been wine growing in one of those before :D) and one or another beer/wine in my life.

This is also just a basic Idea that needs to be extended, but first of all split up into different packages. Growing beer ingredients or spirit ingredients might be totaly different from Wine.

I would like to look into wine first - although I'm german :lol:
Not only the required buildings and storage have to be thought through, also the general mechanic of wine being an individual item every "season" and for every "region" needs to be discussed. I think only this way it becomes an item that is worth being collected and traded. among each other. Maybe you have ideas in a different direction, or would like to extend on it.

Being able to name your wine, when filling into bottles or casks, would be a nice addition.
Mixing ingredients together with the grapes, might yield special drinks [probably I get beaten up by wine lovers now] with a special note. "Free recipes" instead of a fixed "klick this button to have your wine" system. This can let your grape harvest go to waste, or you create a very special item with your personal note.
I mentioned earlier, that grapes harvested in a different region could be different, too. (more sun, other ground, etc.)

The whole thing could be very complex - or very simple. Depending on how interesting it would be to the community and what the realization of one or another concept would mean.


A little side note.. the concept of having to grow it at a hill large (high) enough and that wine can not grow in the dark.... might bring trouble to the concept of towns being build in flatland mainly.


Thanks for further comments.
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Re: [Farming] New set of Skills and Items

Postby JohnCarver » Fri Jul 25, 2014 8:13 pm

I didn't mean I didn't like the OP. I was more responding to Darknacht here. More crops and industries are always a good thing. We will do our best to keep new content rolling out simultaneous to working on the existing systems that we feel need attention.
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.

Nsuidara wrote:it is a strange and difficult game in no positive way
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