2 quick fixes to increase playability

Forum for suggesting changes to Salem.

2 quick fixes to increase playability

Postby martinuzz » Thu May 30, 2013 4:22 pm

I just posted this in a thread in CuaH, but since it might escape the eye of the devs, and maybe other people, I'll post it here too.
I think the following 2 quickfixes would really increase playability, and get more people to play and stay:

- extend village authority management. Separate labour tasks from destruction. In other words, make vandalism authority only influence true acts of vandalism, and make a separate allowance option for things like lighting coal clamps.

- make rescources range from 10-20% in the wild, instead of 0-10%. This will allow new players to reach 'mid stage' or whatever you'd like to call it easier, without having to stare at 0.01 increases in compost purity per tree generation for 2 months. Better pots, better trees, better worms. It will shorten the grind to mid stage.
Did Claeyt shut up yet?
WARNING: berrymash laxatives can cause your character to explode violently, after eating chymically unstable foods.
User avatar
martinuzz
 
Posts: 583
Joined: Wed Dec 19, 2012 11:38 pm

Re: 2 quick fixes to increase playability

Postby Dallane » Thu May 30, 2013 4:51 pm

martinuzz wrote:I just posted this in a thread in CuaH, but since it might escape the eye of the devs, and maybe other people, I'll post it here too.
I think the following 2 quickfixes would really increase playability, and get more people to play and stay:

- extend village authority management. Separate labour tasks from destruction. In other words, make vandalism authority only influence true acts of vandalism, and make a separate allowance option for things like lighting coal clamps.

- make rescources range from 10-20% in the wild, instead of 0-10%. This will allow new players to reach 'mid stage' or whatever you'd like to call it easier, without having to stare at 0.01 increases in compost purity per tree generation for 2 months. Better pots, better trees, better worms. It will shorten the grind to mid stage.


Doesn't do much and really doesn't need its own thread.

Foragables should be like they are in hnh along with animals. Your idea is just you wanting to do less work.
Please click this link for a better salem forum experience

TotalyMeow wrote: Claeyt's perspective of Salem and what it's about is very different from the devs and in many cases is completely the opposite of what we believe.
User avatar
Dallane
Moderator
 
Posts: 15195
Joined: Wed Aug 01, 2012 2:00 pm

Re: 2 quick fixes to increase playability

Postby Procne » Tue Jun 04, 2013 10:50 am

First fix isn't quick and second seems kinda... redundant. You can easily reach mid stage without any purity. Simply by cooking right types of food from right ingredients. Food from foraged ingredients is enough to easily reach 30-40 humours. Add to it some food from hunting and farming and reaching 100 shouldn't be a problem with some work, and 0 purity
Image
Procne
 
Posts: 3696
Joined: Mon Sep 03, 2012 11:34 pm

Re: 2 quick fixes to increase playability

Postby martinuzz » Tue Jun 04, 2013 11:08 am

It's not so much that reaching 100 biles isn't easy. That's not really what I meant by midgame.

I'm talking more about actually seeing meaningful progress in tree and crop purity. Right now, for new players who have no legacy humus whatsoever, there's too little feeling of progress. They're staring at 0% pure for too long.
At least, that's what I hear from (both old and new) players on my server, who are actually trying out how long it takes to raise purities without the use of legacy stuff.
Did Claeyt shut up yet?
WARNING: berrymash laxatives can cause your character to explode violently, after eating chymically unstable foods.
User avatar
martinuzz
 
Posts: 583
Joined: Wed Dec 19, 2012 11:38 pm

Re: 2 quick fixes to increase playability

Postby Procne » Tue Jun 04, 2013 11:14 am

martinuzz wrote:It's not so much that reaching 100 biles isn't easy. That's not really what I meant by midgame.

I'm talking more about actually seeing meaningful progress in tree and crop purity. Right now, for new players who have no legacy humus whatsoever, there's too little feeling of progress. They're staring at 0% pure for too long.


I think that's more of a purity calculation issue than quality of stuff you find in the wild. The fact that gains are so small in the beginning and big change in numbers is needed to reach this first 1%.

And if we got 20% purity zones then we would be back to quality nodes like in HnH. 20% purity in Salem is almost like quality 80 in HnH. That's a HUGE difference and huge advantage to whoever manages to control such zone. Leave zoning to HnH.

Besides, noone forces new players to grind purity. All game aspects are available to them without the purity.
Image
Procne
 
Posts: 3696
Joined: Mon Sep 03, 2012 11:34 pm


Return to Ideas & Innovations

Who is online

Users browsing this forum: No registered users and 3 guests