Game Development: Artifacts & Artifice

Announcements of major changes to Salem.

Re: Game Development: Artifacts & Artifice

Postby Procne » Fri Jan 18, 2013 11:55 am

darnokpl wrote:
jorb wrote:Good question. How much do you feel that you need it?


Imho it is very much needed. Largest factions will get busy each other and smaller will be happier to live in peace.


But if not then those smaller ones will have nowhere to go
Image
Procne
 
Posts: 3696
Joined: Mon Sep 03, 2012 11:34 pm

Re: Game Development: Artifacts & Artifice

Postby Kerrigan » Fri Jan 18, 2013 12:03 pm

jorb wrote:Good question. How much do you feel that you need it?

Want to play with other friend, cuz I was raided at another server. And I dont want play "from begining". So I want it faster as u can.

Or just move my char to Jamestown :3

P.S. Hey, my avatar!
Kerrigan
 
Posts: 12
Joined: Wed Aug 01, 2012 9:06 am
Location: Koprulu sector, Char

Re: Game Development: Artifacts & Artifice

Postby darnokpl » Fri Jan 18, 2013 12:21 pm

Procne wrote:
darnokpl wrote:
jorb wrote:Good question. How much do you feel that you need it?


Imho it is very much needed. Largest factions will get busy each other and smaller will be happier to live in peace.


But if not then those smaller ones will have nowhere to go


Larger faction will keep in check each other imho, so raiding newbie camps will be risky?
You will get 3 different worlds and maps, so you may hide from any faction pretty well even with your main char #2.
I got one character on ply and few on roa and want to move them all on same server asap + I want to pay for my avatar, but person who draws them accepts money only on jamestown (critical ¦] )!!!

And I heard many people (newbies) started to play on different servers and some of them wants to join their friends on other server.
Image
User avatar
darnokpl
 
Posts: 2019
Joined: Thu Aug 02, 2012 12:10 am

Re: Game Development: Artifacts & Artifice

Postby Potjeh » Fri Jan 18, 2013 12:22 pm

Speaking of missing info, just how much up and down is damage modified? And how much weight does common defence have vs how much the specific defence types do? And what's accomplished by making us figure out these arcane formulae by ourselves?
Potjeh
 
Posts: 2485
Joined: Wed Aug 01, 2012 12:26 pm

Re: Game Development: Artifacts & Artifice

Postby Jalpha » Fri Jan 18, 2013 12:30 pm

Dev giggles. Lots of dev giggles.
Professor Gu Zhongmao wrote:These projects are beautiful to scientists, but nightmarish to engineers
User avatar
Jalpha
 
Posts: 1044
Joined: Mon Oct 01, 2012 5:04 am

Re: Game Development: Artifacts & Artifice

Postby Procne » Fri Jan 18, 2013 12:48 pm

Imo, the required condition for opening travel is the opening another server. There should be at least 2 independent worlds available at any time. So that new players, or returning veterans, have a chance for relatively fresh start in a world not dominated by old factions
Image
Procne
 
Posts: 3696
Joined: Mon Sep 03, 2012 11:34 pm

Re: Game Development: Artifacts & Artifice

Postby darnokpl » Fri Jan 18, 2013 12:56 pm

Procne wrote:Imo, the required condition for opening travel is the opening another server. There should be at least 2 independent worlds available at any time. So that new players, or returning veterans, have a chance for relatively fresh start in a world not dominated by old factions


Really? :|

62 ply
95 roa
73 jt

I think we need more players on those 3 servers and much larger maps!!!
So even medium experienced factions will have time and man power to build proper numbers of walls and braziers + finding specific player would be much harder.
Image
User avatar
darnokpl
 
Posts: 2019
Joined: Thu Aug 02, 2012 12:10 am

Re: Game Development: Artifacts & Artifice

Postby Tylan » Fri Jan 18, 2013 1:04 pm

darnokpl wrote:I think we need more players on those 3 servers and much larger maps!!!
So even medium experienced factions will have time and man power to build proper numbers of walls and braziers + finding specific player would be much harder.


Agreed. It's doesn't seem necessary yet until maps are bigger and more people play regularly.
jorb wrote:you fat-fingered, trigger happy nabbly-boos.

We write as a defense against the void, against the unknown that is the other side of death.
-C. Leland
Image
User avatar
Tylan
 
Posts: 651
Joined: Sun Aug 26, 2012 1:13 am
Location: Providence - Land of Shattered Dreams

Re: Game Development: Artifacts & Artifice

Postby Droj » Fri Jan 18, 2013 1:12 pm

Well if you think about it, when there was only one world the server population was roughly the same. Overall, the more servers the greater population but the population per world remains the same. Last time I checked the south of Roanoke was still blocked by invis wall but from what I've read there is a limit to the size of these worlds.

What would be nice are independent servers offering different scenarios/rule sets without altering much of Salem's core game play.
Last edited by Droj on Fri Jan 18, 2013 1:15 pm, edited 1 time in total.
***** the Treaty!
loftar wrote:I not like, you not get
User avatar
Droj
 
Posts: 1192
Joined: Wed Aug 01, 2012 1:23 am
Location: England

Re: Game Development: Artifacts & Artifice

Postby Tylan » Fri Jan 18, 2013 1:13 pm

EnderWiggin wrote:I have spoken with loftar about how slotting works, and that's what I know now:
Difficulty numbers show chance to fail.
If you do not have any matched profs in clothing and artifice, then maximum number is used, otherwise number in between them is used.
First, you need to calculate Effective Matched Proficiency - it is square root of sum of squares of your proficiency values of matched proficiencies in clothing and artifice - SQRT(Pr1^2 + Pr2^2 + ... + Prn^2).
Then for each 50 of EMP you divide distance from bigger difficulty number to lower by 2. Haven't yet figured what real formula would be, but with 50 EMP your chance to fail is right in the middle of the range, with 100 - 0.75 from bigger to lower. And I am not yet sure if difficulty on clothing and on artifice add up, or roll separately.



jorb wrote:Well I'll need to have it explained slowly, as if to an idiot, I guess.


I don't see why a system like this is so complicated in design. We're given values without a formula, and even with a formula it only increases the learning curve of an already aggressively intimidating system/game. Has anyone else asked and have the devs confirmed that they are being purposely secretive with this information?
jorb wrote:you fat-fingered, trigger happy nabbly-boos.

We write as a defense against the void, against the unknown that is the other side of death.
-C. Leland
Image
User avatar
Tylan
 
Posts: 651
Joined: Sun Aug 26, 2012 1:13 am
Location: Providence - Land of Shattered Dreams

PreviousNext

Return to Announcements

Who is online

Users browsing this forum: No registered users and 7 guests