Game Development: Artifacts & Artifice

Announcements of major changes to Salem.

Re: Game Development: Artifacts & Artifice

Postby Kerryann » Fri Jan 18, 2013 7:18 pm

MagicManICT wrote:
Kerryann wrote:Not at all until the Chief and his motley crew have been wiped of the face of Salem. :lol:


And that won't happen until cross colony travel happens. ;)


Actually you are probably right. Oh dear. :(

ALL HAIL THE CHIEF!

jk :lol:


alloin wrote:I did not know you had to be good at math for this game :p


I don't understand any of it or any of the explinations and if it involves having to calculate figures I am never going to. :(
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Re: Game Development: Artifacts & Artifice

Postby Ass_Kraken » Fri Jan 18, 2013 7:32 pm

Just watch the profs of the artifices you use. If they match the profs of your clothing, it becomes easier. The higher your profs are to the artifices' profs and presumably the clothing's profs, the easier it becomes. The number is the general range of ease. It'd be nice if we had a way to know what a decent prof level is without doing calculating.
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Re: Game Development: Artifacts & Artifice

Postby Potjeh » Fri Jan 18, 2013 7:45 pm

Making user hostile interfaces since 2009 ¦]
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Re: Game Development: Artifacts & Artifice

Postby Kerryann » Fri Jan 18, 2013 7:54 pm

Ass_Kraken wrote:Just watch the profs of the artifices you use. If they match the profs of your clothing, it becomes easier. The higher your profs are to the artifices' profs and presumably the clothing's profs, the easier it becomes. The number is the general range of ease. It'd be nice if we had a way to know what a decent prof level is without doing calculating.


Right, i've written down what you said and i'll try again. So far i've ruined two belts, (used to practice) and one pair of boots. I have managed to slot one in my jacket though. :D
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Re: Game Development: Artifacts & Artifice

Postby dageir » Fri Jan 18, 2013 8:12 pm

Slotted a smooth stone in a leather cape. Got it right in the first try!
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Re: Game Development: Artifacts & Artifice

Postby robert » Fri Jan 18, 2013 9:06 pm

while im not a fan of "magical" clothing.. the jist i get from these is, the more even the gear points are to the item you wish to socket, the better odds you will have for success, while profs increase the overall success rate for socketing the item in..

but then again im the type of person who would fail kindergarden math class... rofl.. just how i am currently reading the system they are using, it seems to be fairly common mmo crafting system IMO.

your skill/stats (profs) determine the success rate modifier you receive when attempting to socket.
the gear rating vs the item rating determine the default success rate you will have to start with.
random chance roll takes the item/gear rating and your prof bonus to give the final odds on if you succeed or not.

lower numbers = easier chance, but easier chance means weaker overall stats?
so gear that is 0-0 to an item that is 0-0 would be 100% or almost 100%.. + your stats would boost that % up higher and the final die would give you the fail/success rate off that.

i think..... its far to early in the morning for me to be all mathematical.. not that i ever want to be... :/ im sure others will be able to figure it out way easier then i could lol


as for blazers.. am i to assume then the old system of X blazers = 10BB/s max is now changed to blazer 15+ = 15bb/s ?? or is it still 10bb/s just you gain that quicker with 15 blazers by default?? (still safer to just make 90 some odd walls of blazers with a single gate path walled off by trees and 9 feet high cliffs.. :?
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Re: Game Development: Artifacts & Artifice

Postby Kerryann » Fri Jan 18, 2013 9:12 pm

@ Ass_Kraken - Yay! Got one in my boots. :D
Thank you.

@ robert - adding all that to my new found understanding, I think I've got it now. :)
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Re: Game Development: Artifacts & Artifice

Postby staxjax » Fri Jan 18, 2013 9:30 pm

as for blazers.. am i to assume then the old system of X blazers = 10BB/s max is now changed to blazer 15+ = 15bb/s ?? or is it still 10bb/s just you gain that quicker with 15 blazers by default?? (still safer to just make 90 some odd walls of blazers with a single gate path walled off by trees and 9 feet high cliffs..


This was already discussed a few pages back, I'll find it for you:

viewtopic.php?f=2&t=3747&start=70#p42421
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Re: Game Development: Artifacts & Artifice

Postby darnokpl » Fri Jan 18, 2013 9:59 pm

jorb wrote:Increased HP by ~3x on Torchpost and Brazier
Increased HP by ~4x on Walls


Enjoy!


We all very enjoy this update, but after I saw screens from Russian attack on Chiefs base, I thought that gates should be harder to destroy than normal wall sections.
Gates are more expensive, so it should be justified by that (plus double bash sucks:/)?
I really hate this ugly base designs that people are starting to make to avoid two bashers at same time under their gates :(
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Re: Game Development: Artifacts & Artifice

Postby colesie » Fri Jan 18, 2013 10:21 pm

Pordy wrote:I think the Wall and Building HP boosts are too high.

BLASPHEMY! Someone take this man out back to have a good talking to :evil:

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

Badly. Just set some sort of humour cap on characters crossing over to the lesser servers, say, 200.

Also, I can't be assed to break out a pen and paper to figure out this dice rolling bsns and I don't think the large majority of us can either. If you could at least give the exact formula used I'm use ender could make the tool tip for you.
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