Game Development: Project Mayhem

Announcements of major changes to Salem.

Re: Game Development: Project Mayhem

Postby Potjeh » Tue May 14, 2013 8:16 am

The economy is **** because the market is about as free as the one in North Korea. Which is really disappointing, considering Jorb's public political views.
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Re: Game Development: Project Mayhem

Postby Lusewing » Tue May 14, 2013 9:50 am

Something I have not see others mention is the fact that only a few of the industries have been added into Salem at the time. We know we are getting farm-able animals so it stands to reason that meat, wool, (hopefully leather if it is given a purity), milk (and cheese) and the animals themselves will all be viable.

I think the real problem is that everyone is trying to do everything, instead of specializing. This is not a single player game, but at the moment, with only part of the content added, people with enough time, are able to handle everything themselves (with the use of many alts).
This update added hundreds of new food variances (adding a garlic bulb instead of wild garlic turns your Brazed Beaver Brain into a fantastic Phlegm food instead of a fantastic Black Bile food) and I can only hope this variance is added across the board to other aspects of the game. With any luck people will suddenly realize that they CAN'T do everything themselves, that they are better off focusing on what they enjoy doing (hunting, farming, growing trees, fishing (OK that one is a long shot at the moment) etc. Only then will trade really start to pick up and silver start to pass from one hand or another.
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Re: Game Development: Project Mayhem

Postby martinuzz » Tue May 14, 2013 10:18 am

I would really like to see player-built stalls, like in H&H.
Maybe add those to the game, can only be built on village ground.
Keep the stalls in Boston as well, as they are now. People will probably still pay for them even with player built stalls as an option, because of their nice location in Boston.
Did Claeyt shut up yet?
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Re: Game Development: Project Mayhem

Postby Jalpha » Tue May 14, 2013 10:30 am

I think what Lusewing said highlights a large part of the problem. The greatest threat to your town/base lies in the recruitment of strangers. In a game where alts are so out of control anyone can be anyone. There is no way to mitigate the risk.

I'm sure we could all be a lot more productive as part of a group.
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Re: Game Development: Project Mayhem

Postby Scilly_guy » Tue May 14, 2013 10:47 am

In HnH I only set up towns with people that I had met in the previous world, as we do not have new worlds in Salem, I have not set up a town. I suppose if we wanted to a few of the people I have met on plymouth could go to another server, but we'd have to sacrifice time from our own bases that are up and running. When the server dies everything is gone so there is nothing to lose.
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Re: Game Development: Project Mayhem

Postby darnokpl » Tue May 14, 2013 10:56 am

Jalpha wrote:I think what Lusewing said highlights a large part of the problem. The greatest threat to your town/base lies in the recruitment of strangers. In a game where alts are so out of control anyone can be anyone. There is no way to mitigate the risk.

I'm sure we could all be a lot more productive as part of a group.


Town mayors should have some verification method based on recruit forum name and IP :)
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Re: Game Development: Project Mayhem

Postby Procne » Tue May 14, 2013 11:02 am

darnokpl wrote:Town mayors should have some verification method based on recruit forum name and IP :)


That's a bad idea :/

Instead, for start, mayors should have some options of allowing people moving in and out of town without the ability of opening gates. Like it is in HnH.
As well, as ability to allow citizens to interact with objects without letting them destroy anything.
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Re: Game Development: Project Mayhem

Postby Potjeh » Tue May 14, 2013 11:05 am

You can set up different permissions in different areas with private claims, but that's expensive and tedious to manage. Being able to set up different permission zones directly through town claim would be great. Also, expanding a private claim on town claim should require a verification by someone with claim management rights.
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Re: Game Development: Project Mayhem

Postby Lusewing » Tue May 14, 2013 11:13 am

Procne wrote: mayors should have some options of allowing people moving in and out of town without the ability of opening gates.


Surely you would just use keys for this effect?
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Re: Game Development: Project Mayhem

Postby Jalpha » Tue May 14, 2013 11:19 am

Multiple pclaims on tclaim seriously gimps your braziers. Unless it has been changed braziers on one pclaim covered by a tclaim will not activate if a crime is committed on another pclaim on the tclaim or the tclaim itself. This is secondhand info so I may be wrong, but it's the assumption I'm under.

Also, even one spy gives away the location of your base. And a secret location is the best defence.
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