Small Ideas Thread

Forum for suggesting changes to Salem.

Re: Small Ideas Thread

Postby bokido » Tue Dec 02, 2014 9:56 pm

you can add curious what you dig? I feel that this aspect is poor, flatten the ground is nice but see what you can pull up the light is better! add something more than you flatten the terrain makes the most interesting aspect of this, just look at that for example can be used to pull on bones strange witchcraft, or pull up special medical herbs, roots, or even why not also good fertilizer. please cured this, right now is very rarely used and when used it is not fun
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Re: Small Ideas Thread

Postby Scilly_guy » Tue Dec 02, 2014 10:03 pm

bokido wrote:you can add curious what you dig? I feel that this aspect is poor, flatten the ground is nice but see what you can pull up the light is better! add something more than you flatten the terrain makes the most interesting aspect of this, just look at that for example can be used to pull on bones strange witchcraft, or pull up special medical herbs, roots, or even why not also good fertilizer. please cured this, right now is very rarely used and when used it is not fun

There is an archaeology system planned, I think it might fit what you are asking.
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Re: Small Ideas Thread

Postby bokido » Tue Dec 02, 2014 10:06 pm

Scilly_guy wrote:
bokido wrote:you can add curious what you dig? I feel that this aspect is poor, flatten the ground is nice but see what you can pull up the light is better! add something more than you flatten the terrain makes the most interesting aspect of this, just look at that for example can be used to pull on bones strange witchcraft, or pull up special medical herbs, roots, or even why not also good fertilizer. please cured this, right now is very rarely used and when used it is not fun

There is an archaeology system planned, I think it might fit what you are asking.



ok perfect! thx
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Re: Small Ideas Thread

Postby NordErdTod » Thu Dec 04, 2014 1:03 pm

Animals should have some animations for interacting with fences ) Cause now they jsut stand at the fence and wait till they're stomped to death. But they should jump over low fences, climb them or just flee if the player is not reachable )
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Re: Small Ideas Thread

Postby fuzzball » Fri Dec 05, 2014 11:17 pm

Added benefits to Journeyman and Master toolbelts. Instead of only adding more slots, how about letting Journeyman belt allow other things like a torch or poison cure which the novice belt can not. The master belt has all those benefits with the added benefit of having half its slots act like pockets.

The rolling pin works with the baking table. How about letting it benefit ALL baking table activities such as making the turkey stuffing.
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Re: Small Ideas Thread

Postby JohnCarver » Fri Dec 05, 2014 11:35 pm

fuzzball wrote:Added benefits to Journeyman and Master toolbelts. Instead of only adding more slots, how about letting Journeyman belt allow other things like a torch or poison cure which the novice belt can not. The master belt has all those benefits with the added benefit of having half its slots act like pockets.

The rolling pin works with the baking table. How about letting it benefit ALL baking table activities such as making the turkey stuffing.


I'm not sure I want to make even further incentives to the larger toolbelts. The extra slots seem like good enough reasons to make them.
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 pistolshrimp » Sat Dec 06, 2014 5:33 am

JohnCarver wrote:
fuzzball wrote:Added benefits to Journeyman and Master toolbelts. Instead of only adding more slots, how about letting Journeyman belt allow other things like a torch or poison cure which the novice belt can not. The master belt has all those benefits with the added benefit of having half its slots act like pockets.

The rolling pin works with the baking table. How about letting it benefit ALL baking table activities such as making the turkey stuffing.


I'm not sure I want to make even further incentives to the larger toolbelts. The extra slots seem like good enough reasons to make them.


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Re: Small Ideas Thread

Postby fox » Sat Dec 06, 2014 4:12 pm

JohnCarver wrote:
tweenprinc3ss wrote:Salem def needs some kind of eyepatch!!


Dumb idea

Image

¦]

I think we need some small bonuses from right-weared sets of items. Or we will get item-madness, and lose inspiration of new world america. :arrow:
Like righty weared set of fisherman's set giving a small bonuses slighty to break lose fishing pole hardness :arrow:
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Re: Small Ideas Thread

Postby JohnCarver » Sat Dec 06, 2014 9:36 pm

We don't like mechanics that make players feel like they are being penalized for not 'matching' in combinations of clothing that WE decide.
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 tweenprinc3ss » Sun Dec 07, 2014 12:00 am

Pistoleer's Belt. Instead of allowing you to hold tools, this belt would allow you to hold a loaded pistol, powder horn, and 5-10 shot. Also, like a toolbelt, you could use the fire option to automatically pull your pistol into your offhand and shoot. You could build into the graphic for the belt a pistol in a position other than your side, like on the back of the belt, for instance.
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