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Devs should have a mission statement sticky

PostPosted: Sun Jul 28, 2013 5:03 am
by DarkNacht
There should be a sticky thread in Ideas & Innovations in which the devs post the general type of game they want this to be so that people stop suggesting the removal of the full pvp, full loot, full destruction, player controlled politics systems. There are way too many 'please make this more like farmville' threads.
They could post a list of qualities that they want the game to have(sandbox, peramadeath, full PVP, ect.) and feature that they are unwilling/unable to implement(carebare server, stat caps, ect). It would not have to be anything in depth just something to tell the people wanting to give suggestion how the devs see this game.

Re: Devs should have a mission statement sticky

PostPosted: Sun Jul 28, 2013 5:05 am
by DarkNacht
Not sure why it posted twice.

Re: Devs should have a mission statement sticky

PostPosted: Sun Jul 28, 2013 9:51 am
by Ass_Kraken
I'd like it if they smite whoever suggests removing PvP in I&I

Re: Devs should have a mission statement sticky

PostPosted: Sun Jul 28, 2013 10:45 am
by Dallane
Ass_Kraken wrote:I'd like it if they smite whoever suggests removing PvP in I&I


plz!

Re: Devs should have a mission statement sticky

PostPosted: Sun Jul 28, 2013 11:27 am
by RuneNL
So there is no chance they make a non PVP server? ¦]

Re: Devs should have a mission statement sticky

PostPosted: Mon Jul 29, 2013 12:02 am
by cairde
I second this. The devs have a very clear idea of what they want the game to be. It is not always obvious to new players, obviously.

Re: Devs should have a mission statement sticky

PostPosted: Mon Jul 29, 2013 12:55 am
by Dallane
cairde wrote:I second this. The devs have a very clear idea of what they want the game to be. It is not always obvious to new players, obviously.


Then they should do some research in the game they have taken as a 2nd job.

Re: Devs should have a mission statement sticky

PostPosted: Mon Jul 29, 2013 1:11 am
by colesie
Vigilance already posted this once before but I guess I'll drop it again.
This was a post by Jorb on Feb 2nd, 2012 on the Salem Alpha Forum
Take from it what you want

jorb wrote:By public request.

Systems
Fighting system
Graphical User Interface. Buttons to open all screens presently associated only with keyboard commands. A potential can of worms and also at least to some extent dependent on the fighting system actually being in.
Alchemy Pushing. (In many ways more content than a system, but it needs to be thought out in some sort of systematic way, so I'll put it here).

Map Overhaul
Decent map tiles
Higher degree of topological complexity in the map. Controlled and localized height differences like ridges in Haven, more rivers, &c&c. Generally less flat and with more distinguishing features to make the terrain more memorable and easier to navigate.
At least ~6 distinct biomes (Forest, grassland, swamp, mountains, blasted heath, &c&c.)
More permanent terrain objects -- different boulders, shrubs, bushes, &c&c -- that A) Provide early, guaranteed and non-random access to more simple resources for nublets to use and have fun with and B) Presumably make the map more interesting to navigate.
I would not mind having a serious load of things like blackberry bushes (get a bunch of blackberries), thornbushes (crown of thorns inspiration) &c&c. By analogy to haven I'd like to create far more bark boat type resources which are interesting in that they aren't hard to make as such, but they do require you to move across the map and seek out at least a few different specific objects. Incentive for exploration and whatnot.

Content
Fishing (should be available very early)
Treeplanting
Potter's Wheel
A smaller/simpler structure for flour milling. Windmill needs to pack a distinct advantage to be worth the effort.
Character gear. The primary uses of clothes will be to A) Protect you from the ravages of uncivilized lands and B) Combat relevance. Most likely you'll have some sort of energy pool, the cap of which is determined by your clothes. Clothes will effectively have hard and soft HP and require repairs and eventually replacement every now and then (Lather from soap will be used to repair them, among other things.)
Proper fighting AI & Loot for all creatures (dependent on fighting system).
Livestock (Manure & poop tiers)
Crops: Indigo, Rice, Potatoes, Corn & Tobacco for sure
Churches & The Spread of Civilization. This is somewhere in between a full system and a piece of content, I guess, but it needs to get in there at some point.
A way to unlock the witchcraft skills and also more of them.
The Occult (The word occult comes from the Latin word occultus (clandestine, hidden, secret), referring to "knowledge of the hidden".)
More sounds.
More stuff to do with the Meat Smoker and the Cauldron.
Mines for other metals: Copper and Silver at least.
Distinction between metal nuggets & bars, and recipes adjusted accordingly.
Lock picking tied into character skills and equipment. Also make several tiers of locks, and remember to make a really n00bish one.
More wall types and more defensive structures like braziers.
More houses.

This list could obviously go on forever with things like cheese and pets and blablabla.

The Early Game
A captain on the Old World docks yelling "Step right up! Left-click to move, right-click to interact!", and perhaps with some additional lines of useful info if you right-click on him.
An object in the Old World that allows you to set hairdo, hair color and facial hair. Presumably also an object to change these later on. A mirror, perhaps.
Some general prettyfication of the character creation room and Boston. Statue of the King, &c&c.
Proper building, combat and other restrictions set around Boston.
A wilderness guide in Boston that offers wilderness spawns to the civilized supergrids around Boston for a symbolic fee.

Separation of the Boston store into several thematic stores with associated trader NPCs with useful lines of dialogue explaining various systems relevant to the stuff they sell. The "grocer" could explain the gluttony system, for example.

Small(er) Fixes
Starcraft menu-buttons for the emotes, and perhaps a chat tie-in for them as well.
Summoning & Evidence
Reincarnation of dead characters
A way for the Boston store(s) to sell objects, so as to be able to sell, for instance, cows and horses.
More reasonable smelter payouts.

Other
Would be sweet if the client could auto-identify decent graphics settings on first launch and then also cache graphics settings.
Forage radar for the minimap.

That is off the top of my head, and while I've probably forgotten some things I do feel that that should pretty much be what a more finished product would include. I'll try to update it and keep it relevant as we move along. As you can perhaps gather, the fighting system is our top priority right now.

Hope that helps!

Re: Devs should have a mission statement sticky

PostPosted: Mon Jul 29, 2013 2:56 pm
by cairde
That is not really what the OP is asking for. OP is looking for something more along the lines of:

"We the developers are commited to making a sandbox survival game in an early new world setting. We want a game with open PvP, full loot and player driven politics. We know this might not be what most players wants but this is not a game for most players."

Re: Devs should have a mission statement sticky

PostPosted: Mon Jul 29, 2013 4:03 pm
by Dallane
cairde wrote:That is not really what the OP is asking for. OP is looking for something more along the lines of:

"We the developers are commited to making a sandbox survival game in an early new world setting. We want a game with open PvP, full loot and player driven politics. We know this might not be what most players wants but this is not a game for most players."


They have quite literally said that many times. I'm fairly sure the website says along the same things.