Tiny PocketWatch Suggestion

Forum for suggesting changes to Salem.

Tiny PocketWatch Suggestion

Postby MaxPlanck » Sun Dec 27, 2015 8:45 pm

Pocketwatch at the moment is a PvP oriented item(maybe pve if you really need it)

Why not have the user also perform various things faster(not attacks though)

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>>A separate buff that lasts a minute for speed increase of tasks after movement speed has run out(Listed below)

>>Increased speed of manual labor -Chip Stone/Mine Wall/Digging/Chopping/Mill Flour/Grindstone/etc.
>>Increase output speed of machines/etc. -Fields/Drying Hides/Ore Smelters/etc.
>>Gulping down a whole liter in one drink, giving the full 10 stacks while only receiving 10 points of Quaffed and Quenched Debuff
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Re: Tiny PocketWatch Suggestion

Postby JohnCarver » Mon Dec 28, 2015 1:33 am

Not opposed to giving it a pve use. But having it effect all labor things like you are referencing is a bit tricky and not exactly the direction I want to go.
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: Tiny PocketWatch Suggestion

Postby MaxPlanck » Mon Dec 28, 2015 2:01 am

What kind idea did you have for PvE beside that pocketwatch somewhat effects PvE with increased movement already? I'm not really sure what it could do myself.
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Re: Tiny PocketWatch Suggestion

Postby Heffernan » Mon Dec 28, 2015 2:57 pm

MaxPlanck wrote:What kind idea did you have for PvE beside that pocketwatch somewhat effects PvE with increased movement already? I'm not really sure what it could do myself.


maybe have the pocket watch give a 6h or some effect that increases some production like cooking whittling tree chopping etc?
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Re: Tiny PocketWatch Suggestion

Postby HolyLight » Mon Dec 28, 2015 3:39 pm

If agro'd by an NPC, and using a pocket watch, stop's the monser/creature from moving for 15seconds (As well as a speed increase) Canceled if attacked, thus being an escape item only, giving the ability to fully flee a fight vs even a D.Bear
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Re: Tiny PocketWatch Suggestion

Postby Heffernan » Mon Dec 28, 2015 4:17 pm

HolyLight wrote:If agro'd by an NPC, and using a pocket watch, stop's the monser/creature from moving for 15seconds (As well as a speed increase) Canceled if attacked, thus being an escape item only, giving the ability to fully flee a fight vs even a D.Bear


but how would the pocket watch know the difference between a player and monster?
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Re: Tiny PocketWatch Suggestion

Postby DarkNacht » Tue Dec 29, 2015 5:50 am

Heffernan wrote:
HolyLight wrote:If agro'd by an NPC, and using a pocket watch, stop's the monser/creature from moving for 15seconds (As well as a speed increase) Canceled if attacked, thus being an escape item only, giving the ability to fully flee a fight vs even a D.Bear


but how would the pocket watch know the difference between a player and monster?

Im sure the server knows which creatures it is controlling.
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Re: Tiny PocketWatch Suggestion

Postby JohnCarver » Tue Dec 29, 2015 10:10 am

DarkNacht wrote:Im sure the server knows which creatures it is controlling.


Are you suggesting that the bears of Salem are not controlled by bears IRL?
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: Tiny PocketWatch Suggestion

Postby Flink » Tue Dec 29, 2015 10:18 am

Btw JC, nice double posting ¦]
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Re: Tiny PocketWatch Suggestion

Postby JohnCarver » Tue Dec 29, 2015 10:29 am

Flink wrote:Btw JC, nice double posting ¦]


Absolutely no clue what you are talking about.
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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