Small Ideas Thread

Forum for suggesting changes to Salem.

Re: Small Ideas Thread

Postby JohnCarver » Fri Jun 12, 2015 11:58 pm

Nsuidara wrote:I agree that this is a silly play to hammer destroyed under the influence of madness ... especially because production costs are high ...
it is a little annoying, with level 1 madness hammer destroyed and I can not afford what moment do or buy a new hammer

pls change it or decerase chance


Chance has been increased. If it helps you may think of it like 'wear' for tools that only effects those dumb enough to use those tools while having madness.
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: Small Ideas Thread

Postby addseo1115 » Sat Jun 13, 2015 11:18 am

Thanks for posting the useful information here.
I am new member. Recommends me something new, please.
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Re: Small Ideas Thread

Postby Nsuidara » Sat Jun 13, 2015 1:22 pm

JohnCarver wrote:
Nsuidara wrote:I agree that this is a silly play to hammer destroyed under the influence of madness ... especially because production costs are high ...
it is a little annoying, with level 1 madness hammer destroyed and I can not afford what moment do or buy a new hammer

pls change it or decerase chance


Chance has been increased. If it helps you may think of it like 'wear' for tools that only effects those dumb enough to use those tools while having madness.

You can politely?
"dumb" ... what angry bird xD

I'm sorry but how "dumb" he added mechanics of madness from Level 1 is the high chance of destroying a tool that has a high cost of production?
as you give such a high chance of destroying the tool of 1lvl madness - zmniejszcie cost of production ....


it is not my intention to offend anyone, but calling something foolish not to be offensive when compared to someone your comments
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Re: Small Ideas Thread

Postby Vexus » Sun Jun 14, 2015 2:17 am

"Give a homeless man a pickaxe and he will mine until he passes out from exhaustion. Give a homeless man a toothpick and he will mine until he passes out while questioning the effectiveness of his pickaxe."
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Re: Small Ideas Thread

Postby JohnCarver » Sun Jun 14, 2015 2:57 am

Nsuidara wrote: madness from Level 1 is the high chance of destroying a tool that has a high cost of production?


I can assure you there is no high chance at madness level 1. But even with the low chance it is dumb to use tools that can and will break eventually if mad, while you are indeed mad.
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: Small Ideas Thread

Postby ilyaszarrin » Sun Jun 14, 2015 4:25 am

As a newcomer and try this game very easy been robe other player. Good For example, dead frontier game quite a lot player play this because there are option allow pvp or communicate other player or not. Easy for new player establish. If want make game to be real admin should set penalty by cop chasing those all robber without needs to pay, pay is for if the victim need the robber to be dead or higher court penalty. More player will leave this game if allow robber everywhere.
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Re: Small Ideas Thread

Postby Nikixos » Sun Jun 14, 2015 4:55 am

JohnCarver wrote:
Nsuidara wrote: madness from Level 1 is the high chance of destroying a tool that has a high cost of production?


I can assure you there is no high chance at madness level 1. But even with the low chance it is dumb to use tools that can and will break eventually if mad, while you are indeed mad.


We have to be realistic here,
The game is way harder for beginners with this unless new methods to decrease madness are added, those aimed for early early game... The way i see it with the teddy bear and hookah, madness is almost irrelevant for already established players while it makes it incredibly hard for newcomers, They have to buy an iron pickaxe and even then it has a chance to break because they have no real way to decrease their madness levels unless they buy other stuff before their first pickaxe.

I think it's great! but it needs more work here and there, you can find some signs for a need of rebalance and some bad designs on the system.
Again, i think it's great, just find it kind of hard for beginners to decrease their madness, even worse if the beginner is a complete newcomer.

If we want tobacco to be their solution, well for me the plantation gives barely enough seeds for a <50% upkeep field with 400 affluence, maybe they should give more seeds and then
-> Tobacco is more abundant -> It's cheaper -> Newbs can buy loads of it and decrease their madness levels easier.
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Re: Small Ideas Thread

Postby Rubberduckbandit » Sun Jun 14, 2015 5:08 am

Nikixos wrote:
JohnCarver wrote:
Nsuidara wrote: madness from Level 1 is the high chance of destroying a tool that has a high cost of production?


I can assure you there is no high chance at madness level 1. But even with the low chance it is dumb to use tools that can and will break eventually if mad, while you are indeed mad.


A bunch of retarded things


Any real player knows to check the forums no matter how newthey are, there are already several ways to combat insanity from ever getting past level 0 it's not hard to dig up 20 sand and study a few every couple of minutes.
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Re: Small Ideas Thread

Postby Nikixos » Sun Jun 14, 2015 5:29 am

Rubberduckbandit wrote:
Nikixos wrote:
JohnCarver wrote:
I can assure you there is no high chance at madness level 1. But even with the low chance it is dumb to use tools that can and will break eventually if mad, while you are indeed mad.


A bunch of retarded things


i can't read i'm a retard help




I meant madness not insanity, if a noob is already screwed for having 6 madness he's going to need to get that to 0 before progressing any further (Destruction of tools)
Let's imagine someone having no experience in the game and only starting to visit the forums, well he's problably going to need tobacco, the other methods can be expensive/difficult, but tobacco sometimes doesn't decrease madness, that means he's going to need a lot of it, well then i hope tobacco is cheap as ***** or else this person will problably gtfo salem.

However, once said person have 200 affluence set and a teddy bear he can problably just forget about madness completely.

=

Needs rebalance.

Now, if i were to change this (Which isn't my intention, just throwing ideas.). I would problably make it so the teddy bear and the hookah are not always 100% decreasing madness, but the tobacco does instead, and since tobacco is going to be more needed, raise the ammount of seeds given per affluence.

This makes tobacco needed even for advanced players, and teddy bear and affluence set, which are somewhat difficult to get for beginners, not that important.
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Re: Small Ideas Thread

Postby Rubberduckbandit » Sun Jun 14, 2015 6:48 am

Fair point, madness could use rebalancing for the sake of newer players, an established player has 0 worries about this, since its as easy as disease to get rid of now, but i do see where an unknowing player that tries the game for a few hours can stack madness, even with the knowledge in hand, since most don't have the means to stop it right away, so i agree for the sake of newer players, it could use rebalancing.
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