Let's Get Ready to RUMBLE!

Announcements of major changes to Salem.

Re: Let's Get Ready to RUMBLE!

Postby Procne » Fri Aug 08, 2014 11:12 pm

JohnCarver wrote: And you would prefer to spend 400% longer chopping trees than gather the artifice set?

Point taken, I forgot that one.

What about weaving then? What's so good about it?
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Re: Let's Get Ready to RUMBLE!

Postby JohnCarver » Fri Aug 08, 2014 11:15 pm

Procne wrote:What about weaving then? What's so good about it?


looms normally go @ 2% when crafting stuff including cloth. Given that you will want to mass-produce cloth to mass-produce clothes for hte best difficulty. You might want to see that loom go in the 8-15% speed.
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.

Nsuidara wrote:it is a strange and difficult game in no positive way
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Re: Let's Get Ready to RUMBLE!

Postby Kandarim » Fri Aug 08, 2014 11:26 pm

quick notes on balance: spawn rate of old logs seems off in coniferous. Got 14 of them in ~8 minutes of foraging. Aside from that, is the ybile drain on cleave correct? it drains less than a single point of ybile for me, yet deals a nice amount of damage in a decent radius. It not being stopped by damage furthermore means it seems imbalanced for small animal hunting (rabbits, crickets).
I have neither the crayons nor the time to explain it to you.
JC wrote:I'm not fully committed to being wrong on that yet.
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Re: Let's Get Ready to RUMBLE!

Postby firefox2026 » Fri Aug 08, 2014 11:32 pm

lol I been overrun by turkeys but I STILL haven't got a fertile one yet.. :( Deer kicked my butt.. :( lol
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Re: Let's Get Ready to RUMBLE!

Postby JohnCarver » Fri Aug 08, 2014 11:34 pm

Kandarim wrote:quick notes on balance: spawn rate of old logs seems off in coniferous. Got 14 of them in ~8 minutes of foraging. Aside from that, is the ybile drain on cleave correct? it drains less than a single point of ybile for me, yet deals a nice amount of damage in a decent radius. It not being stopped by damage furthermore means it seems imbalanced for small animal hunting (rabbits, crickets).


Interesting I'll look into the singing old logs.. The yellowbile on cleave is correct. This move along with roundhouse can be used with very little Ybile. However, holding a two handed halberd gives up your ability to use pistols, clubs, or swords. Which means your giving up a lot of versatility. We will monitor closely though to see fi it becomes imbalanced. Important to note that a cleave will very much be interrupted by a punch or a club and both those skills are faster landing than a cleave. And yes, with the skill being that high we are ok with you massacring bunnies and crickets with it.
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.

Nsuidara wrote:it is a strange and difficult game in no positive way
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Re: Let's Get Ready to RUMBLE!

Postby Kandarim » Fri Aug 08, 2014 11:35 pm

JohnCarver wrote:we are ok with you massacring bunnies


They shall feel my vengeance!
I have neither the crayons nor the time to explain it to you.
JC wrote:I'm not fully committed to being wrong on that yet.
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Re: Let's Get Ready to RUMBLE!

Postby JohnCarver » Fri Aug 08, 2014 11:39 pm

Also for the people who have stuff stuck in metal chests, go ahead and scroll wheel the items out.
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.

Nsuidara wrote:it is a strange and difficult game in no positive way
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Re: Let's Get Ready to RUMBLE!

Postby Procne » Fri Aug 08, 2014 11:40 pm

JohnCarver wrote: Tempo

As promised, Salem the Walking Simulator is no more!

Increased player base walk speed, wander speed, run speed, swim speed, rowboat speed, and canoe speed.

What about mushi bags and other specialised containers? Is the idea abandoned?
Faster walking speed is nice thing, but still, when foraging, the same fraction of time is spent walking in and out of the base.
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Re: Let's Get Ready to RUMBLE!

Postby JohnCarver » Fri Aug 08, 2014 11:44 pm

Procne wrote:What about mushi bags and other specialised containers? Is the idea abandoned?
Faster walking speed is nice thing, but still, when foraging, the same fraction of time is spent walking in and out of the base.


Not abandoned. But new herbs and other such nice things pushed into September. I did spawn one in the little dirt area of town for you to see.
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.

Nsuidara wrote:it is a strange and difficult game in no positive way
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Re: Let's Get Ready to RUMBLE!

Postby Orlpar » Fri Aug 08, 2014 11:46 pm

Wow. This update made me realize how much there is still to do with Salem.

Other than that, that's a lot of great changes. It seems to me that they're mostly quality of life changes so far, so waiting for the major mechanics overhaul! So far you're doing a great job improving Salem, Mortal Moments!
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