Game Development: Project Mayhem

Announcements of major changes to Salem.

Re: Game Development: Project Mayhem

Postby Mereni » Thu May 09, 2013 6:08 pm

To everyone thinking this update suddenly made 'titans' possible again, it only partially did. Sure, everyone has been showing a couple foods with high BB and high YB gluttony values, but without pumpkins being added to the mix, we're going to have a hard time with the Blood and Phlegm.

Also, clearly this update (and hopefully next weeks with pumpkins added to the new mechanic) is meant to force people to do more cooking. Before, cooking was to be avoided as much as possible when preparing a ridiculous amount of food just to get 3 points. Now, these foods need to be cooked, need to be farmed at high tier values, and still aren't quite as good as they were before the purity nerf, so those of us with high humors will continue to struggle to keep those humors high while also raiding. It's simple now becoming more Possible.

Lastly, since its now depends on tiers and cooking rather than purity, high humor characters are available to ANYONE who tries. You no longer have to find or buy or build up purity. Those of you who think the gap has widened have gotten it backward. It has narrowed.
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Re: Game Development: Project Mayhem

Postby Darwoth » Thu May 09, 2013 6:18 pm

Mereni wrote: Those of you who think the gap has widened have gotten it backward. It has narrowed.


don't expect any of the ***** from the peanut gallery to realize this anytime soon, most are still eating roasted turkey meat and wondering why they have 20 stats 6 months after starting.
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Re: Game Development: Project Mayhem

Postby Spazzmaticus » Thu May 09, 2013 6:20 pm

tweenprinc3ss wrote:I have to agree with some others, this patch also widens the disparity between the haves and the have nots...


Nothing has kept anyone from getting better purity boards or grinding up T3 fields while this patch was in the making. Just having prepared T3 fields without any purity would have given you a huge advantage now that there's purity and resource management (which will probably affect wells and metals, another thing you could have aquired in the meantime).

I hate to sounds like a prick but you can't expect to get ahead in this game unless you actually play it. :?
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Re: Game Development: Project Mayhem

Postby dreadlus » Thu May 09, 2013 6:30 pm

BubbaMKII wrote:
dreadlus wrote: While I see you guys (jorbtar) haven't tested it and are basically throwing it out here so we do it ourselves (which I understand, after all we *are* beta testers)


This is the funniest thing i have read in a long time.

Testing is not:"Here slaves, we changed some stuff, we have no idea what it does, post results so we know what it does exactly and we can change it if we don't like the results"
Testing is: "guys, we made some changes, they should work EXACTLY like this, please check if they do"

Here's a car, please drive 200mph and check if the brakes work.
How lazy are you guys, really?
Also, i can't believe people actually accept this behaviour. :lol:


Thats actually the point of that phrase. I keep forgetting sarcasm can't be noticed through normal writing :lol:

I hoped they actually ran some numbers so they had an idea of what to expect from this patch, but this
jorb wrote:Notice that this is completely untested, and that we have no real idea as to what the (manifold) consequences may be. Significant, most likely.
clearly shows me they haven't :(
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Re: Game Development: Project Mayhem

Postby Claeyt » Thu May 09, 2013 6:44 pm

tweenprinc3ss wrote:Not adding to the grind? How many tier 3 fields have u made?

Plenty. :roll:
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Re: Game Development: Project Mayhem

Postby L33LEE » Thu May 09, 2013 6:45 pm

Powowclouds wrote:Great update guys, now we just need a new server, so that the "titans" can play their "look what we can do because you cant catch us" games, by themselves and we can all move to testing the game out at this current stage from scratch. I look forward to new beginnings..I play on Jamestown but I feel sorry for anyone established on the other two servers.... seems to me to be a waste of time trying to catch players with such a huge advantage. With this new system they will skyrocket further ahead due to them destroying every other person close to them. At least on my server our Titan doesn't roam far from home even though he has a bad rep he pretty much leaves you alone if you dont make yourself known. :P Overall I cant wait to get into testing this. I personally like all the crying that happened from the last update, so happy updates aren't as fun for me. The Rawr, I can do this way better than you can ppl are very entertaining.

Good job guys!


If they made a new server now, it would be totally WORTHLESS FOR TESTING, because all you would have is <10% purity crap and the determination of value cannot be made by us the testers.

If anything, ITS THE TITANS who will be doing the REAL testing... TBH the newbs are nothing but an annoyance asking for things when if they got them, they would be totally worthless and pointless at this current stage of the game.

Ok, Get a new server, it would take MONTHS before players were at a stage were they could do tests with meaningful results.
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Re: Game Development: Project Mayhem

Postby alloin » Thu May 09, 2013 6:50 pm

jorb wrote:Notice that this is completely untested, and that we have no real idea as to what the (manifold) consequences may be. Significant, most likely.

Can i have my money back please ?? I payed/donated real money to you guys to have at least 'tested content'...

I like this patch, not your attitude :mrgreen:

Once you think purity is balanced out, and you think you won't make any world-moving changes to gluttony, please wipe all servers, give our money back (ingame value) and release 1 (only 1 yes !!) server please !!
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Re: Game Development: Project Mayhem

Postby Claeyt » Thu May 09, 2013 6:54 pm

Darwoth wrote:
Mereni wrote: Those of you who think the gap has widened have gotten it backward. It has narrowed.


don't expect any of the ***** from the peanut gallery to realize this anytime soon, most are still eating roasted turkey meat and wondering why they have 20 stats 6 months after starting.

No one's saying the gap hasn't narrowed. People will eventually run out of high purity **** hopefully. Loftar has said that people got purity too fast. I said earlier this helps people get from 50-150 rather than from 150-300.
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Re: Game Development: Project Mayhem

Postby colesie » Thu May 09, 2013 6:54 pm

Claeyt wrote:
colesie wrote:Seems neat but the problem is that it encourages bases yet again and puts less importance on the player. I really like this but not if bases are meaningless with defense. If anyone can break into your base with enough effort on their end, then why bother taking the time to tier up your equipment (planter's pots, kilns, ovens etc) or your fields when someone can simply walk in and level it all in an afternoon. One thing I liked about Haven is how PVP was pretty optional. If you make a brick wall, a curtain wall and do wall checks daily you can live peacefully. In Salem you're forced into that side of the game regardless because of things like the 4 hour windows on trials and poor base design. I just have a hard time gathering up enough ***** to dedicate that much into a base that can be wiped so easily.

Clearly you haven't been hit by a brazier in awhile. :shock:

Regardless of brazier fire with this update we can have higher titans than before (With enough effort on your end based on screens showed + once pumpkins get their own values) and as it is titans can get into nearly any base (any reasonable production base for sure) with enough time put in/lack of retaliation from the other side. Peaceful farmers are not allowed to exist in this game. If you want to avoid combat and just enjoy your time building/farming in Salem then you are simply going to have a bad time. In haven we have brick walls + rams. Rams take 24 hours to dry and can be bashed any time in that 24h. This means that peaceful people have 24 hours to save their walls and avoid the kambert. If raiders want to hurt their village, they'll simply try to catch the villagers outside of their walls foraging. Tracking off of hearthfire (homestead) is very common practice and makes pvp more optional. If you want to get your jollies out, leave your base and go look for a fight. In Salem there is a 4 hour window where a trial can be broken and within that window you have an entire raid force camping it. An argument would be "join a village with pvp players to protect you". But why? Why should I have to do that? Emerald City was a village of 100% peaceful, non-scent leaving players and they did amazingly for many worlds. They were probably one of the most loved villages out there. This mechanic does not promote lasting bases for peaceful players, it simply pushes PVP (which is only one aspect of the game) onto everyone who plays. Not to mention people just village claim hopping to protect themselves from summon. I think there should be a real shift between player strength and base importance. Put more emphasis on tool like cannons and rams and remove hand bashing of tougher walls. Player bodies should be for pvp, and crafting, not for destruction of base defenses.
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Re: Game Development: Project Mayhem

Postby Shizen » Thu May 09, 2013 7:10 pm

colesie wrote:
Claeyt wrote:
colesie wrote:Seems neat but the problem is that it encourages bases yet again and puts less importance on the player. I really like this but not if bases are meaningless with defense. If anyone can break into your base with enough effort on their end, then why bother taking the time to tier up your equipment (planter's pots, kilns, ovens etc) or your fields when someone can simply walk in and level it all in an afternoon. One thing I liked about Haven is how PVP was pretty optional. If you make a brick wall, a curtain wall and do wall checks daily you can live peacefully. In Salem you're forced into that side of the game regardless because of things like the 4 hour windows on trials and poor base design. I just have a hard time gathering up enough ***** to dedicate that much into a base that can be wiped so easily.

Clearly you haven't been hit by a brazier in awhile. :shock:

Regardless of brazier fire with this update we can have higher titans than before (With enough effort on your end based on screens showed + once pumpkins get their own values) and as it is titans can get into nearly any base (any reasonable production base for sure) with enough time put in/lack of retaliation from the other side. Peaceful farmers are not allowed to exist in this game. If you want to avoid combat and just enjoy your time building/farming in Salem then you are simply going to have a bad time. In haven we have brick walls + rams. Rams take 24 hours to dry and can be bashed any time in that 24h. This means that peaceful people have 24 hours to save their walls and avoid the kambert. If raiders want to hurt their village, they'll simply try to catch the villagers outside of their walls foraging. Tracking off of hearthfire (homestead) is very common practice and makes pvp more optional. If you want to get your jollies out, leave your base and go look for a fight. In Salem there is a 4 hour window where a trial can be broken and within that window you have an entire raid force camping it. An argument would be "join a village with pvp players to protect you". But why? Why should I have to do that? Emerald City was a village of 100% peaceful, non-scent leaving players and they did amazingly for many worlds. They were probably one of the most loved villages out there. This mechanic does not promote lasting bases for peaceful players, it simply pushes PVP (which is only one aspect of the game) onto everyone who plays. Not to mention people just village claim hopping to protect themselves from summon. I think there should be a real shift between player strength and base importance. Put more emphasis on tool like cannons and rams and remove hand bashing of tougher walls. Player bodies should be for pvp, and crafting, not for destruction of base defense.


You are forgetting to mention that with murder + extra grind + base grind, that it's truly winner take all. Because once you win, you kill their high humor alts, than you wipe out the production bases used to make them, and they are back to 6+mo. build up to get back into the game, assuming you don't go through and wipe them again at your leisure.

It's not join a village with pvp alts. It's join THE village with PvP alts. Or wait for the biggest dog in junkyard to come **** you up. It's not a viable game balance design. There is only room for one group per server to play the game. Everyone else are hyena or prey.
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