Game Development: Project Mayhem

Announcements of major changes to Salem.

Re: Game Development: Project Mayhem

Postby Dallane » Wed May 15, 2013 4:19 pm

My god....people getting trolled by darnok hard.

Grats darnok keep up the good work buddy
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TotalyMeow wrote: Claeyt's perspective of Salem and what it's about is very different from the devs and in many cases is completely the opposite of what we believe.
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Re: Game Development: Project Mayhem

Postby darnokpl » Wed May 15, 2013 5:13 pm

Dallane wrote:My god....people getting trolled by darnok hard.

Grats darnok keep up the good work buddy


Since when question about core game mechanic is trolling?
Maybe you can explain it then... what does it mean permadeath and why
this automatically makes spying a vital part of it.
? :lol:
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Re: Game Development: Project Mayhem

Postby lachlaan » Wed May 15, 2013 6:42 pm

Actually it's the open sandbox aspect of it that makes spying, and any other playing style someone might think of, as valid an option as raiding, farming or foraging. The permanent death aspect of the game, meaning that when your character dies you can no longer play it (think Diablo hardcore characters), only makes spying a necessary thing in order to keep your main safe from death and give you an advantage for as little risk as possible.
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Re: Game Development: Project Mayhem

Postby darnokpl » Wed May 15, 2013 6:52 pm

lachlaan wrote:Actually it's the open sandbox aspect of it that makes spying, and any other playing style someone might think of, as valid an option as raiding, farming or foraging. The permanent death aspect of the game, meaning that when your character dies you can no longer play it (think Diablo hardcore characters), only makes spying a necessary thing in order to keep your main safe from death and give you an advantage for as little risk as possible.


Thank you, my point is that it should be in about page, then people would know what they are playing + their play style would be different.

As for spying we need some protection from it, it is very sad that single spy can destroy whole town and braziers on personal claims won't fire if he is town member (last time I've checked they didn't fire :| ).
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Re: Game Development: Project Mayhem

Postby martinuzz » Wed May 15, 2013 7:27 pm

As mentioned earlier, with the highly increased need for tiered products, there's also a huge increase in the demand for hay.
With so many people only casually playing / having quit after the update of doom, in a lot of player groups, it really puts a large drain on the available workforce.
For me it makes my gaming week look something like:
monday, plant 100 fields of cereals
tuesday, plant 100 fields of cereals
wednesday, plant 100 fields of cereals
thursday, harvest 100 hay, throw away useless cereals, replant 100 fields of cereals
friday, harvest 100 hay, throw away useless cereals, replant 100 fields of cereals
saturday, harvest 100 hay, throw away useless cereals, replant 100 fields of cereals
sunday, plant 12 fields of influence push, use 300 hay
Now if I do that for two months, I can have 12 fields pushed from zero to tier 3

Could we please either
- get a crop that gives only hay (someone suggested that earlier in this thread, I don't know if I like that solution, it feels artificial)
or
- make plenty influence hay output (this would be my preference, fits nicely into the existing system)

Also, consider increasing the base hay yield from one to two pieces?
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Re: Game Development: Project Mayhem

Postby MagicManICT » Wed May 15, 2013 9:42 pm

darnokpl wrote:As for spying we need some protection from it, it is very sad that single spy can destroy whole town and braziers on personal claims won't fire if he is town member (last time I've checked they didn't fire :| ).


There is protection from it. It's called good ol' fashioned detective work. Corporations and governments in the real world deal with this exact same issue every day. We just don't get as much information as we would like. Maybe the better idea is to come up some things we could use for management of people and resources (that wouldn't abuse the game). I believe there is even a thread or two in I&I about this already.
Last edited by MagicManICT on Wed May 15, 2013 11:22 pm, edited 1 time in total.
Reason: oops. edited for clarity of intent
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Re: Game Development: Project Mayhem

Postby wiatrak » Wed May 15, 2013 9:46 pm

martinuzz wrote:As mentioned earlier, with the highly increased need for tiered products, there's also a huge increase in the demand for hay.
With so many people only casually playing / having quit after the update of doom, in a lot of player groups, it really puts a large drain on the available workforce.
For me it makes my gaming week look something like:
monday, plant 100 fields of cereals
tuesday, plant 100 fields of cereals
wednesday, plant 100 fields of cereals
thursday, harvest 100 hay, throw away useless cereals, replant 100 fields of cereals
friday, harvest 100 hay, throw away useless cereals, replant 100 fields of cereals
saturday, harvest 100 hay, throw away useless cereals, replant 100 fields of cereals
sunday, plant 12 fields of influence push, use 300 hay
Now if I do that for two months, I can have 12 fields pushed from zero to tier 3

Could we please either
- get a crop that gives only hay (someone suggested that earlier in this thread, I don't know if I like that solution, it feels artificial)
or
- make plenty influence hay output (this would be my preference, fits nicely into the existing system)

Also, consider increasing the base hay yield from one to two pieces?


Is the hay the only way to rise your fields influence? i say no.
Also its the one-time work. Later on you are able to incrase your influence without hay, holding fields on the numbers you want. Its all about plan.
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Re: Game Development: Project Mayhem

Postby lachlaan » Wed May 15, 2013 9:57 pm

I personally use 10 hay tops (because i'm too poor to buy any and too lazy to farm more :P ) and just spam humus afterwards, and feed the bins the T1 crap i make in the process.
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Re: Game Development: Project Mayhem

Postby Shizen » Thu May 16, 2013 1:38 am

MagicManICT wrote:
darnokpl wrote:As for spying we need some protection from it, it is very sad that single spy can destroy whole town and braziers on personal claims won't fire if he is town member (last time I've checked they didn't fire :| ).


There is protection from it. It's called good ol' fashioned detective work. Corporations and governments in the real world deal with this exact same issue every day. We just don't get as much information as we would like. Maybe the better idea is to come up some things we could use for management of people and resources (that wouldn't abuse the game). I believe there is even a thread or two in I&I about this already.


Yeah, and this is a game. If I wanted to do real world work, I'd do something I'd get paid for. There aught to be sufficient options in game to allow me to reasonable protect/mitigate my risk when adding new members to my town. The current system serves only to encourage insular play. The longer a group progresses the less likely or willing they are to add new people, the greater the risks both in likelihood of someone being motivated to infiltrate them and in risk of loss of investment.

VClaims aught to have a perm for creating a pclaim, for expanding a pclaim, and the separation of key perms already described. It would also be significantly better if vClaims could be subdivided without having to resort to pClaims to make restricted areas, dropboxes, etc.

Investigation is, for the large part, impossible without breaking internet privacy laws. (As the absence of proof is proof of nothing). Requiring players to jump through hoops works only so far, and only for groups with enough pull to motivate people to be willing to jump through those hoops. Most groups lack that fame and most players lack the drive. Or the willingness. I know myself that I'd be unwilling to jump through enough hoops to join a group I didn't already know I'd enjoy, whereas, I'd be more inclined to jump through those hoops if my actual goal was to bring them down. Neither of these posited "solutions" to this problem are workable or even feasible in any general fashion.

But at the moment, no one is interested in doing any work in game at all, trusted or not. Which I suppose solves the problem a different way--there is no recruitment.
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Re: Game Development: Project Mayhem

Postby Dallane » Thu May 16, 2013 1:55 am

Shizen wrote:Investigation is, for the large part, impossible without breaking internet privacy laws.


He isn't saying to stalk people but you can do more then enough research into someone without going into IRL issues.
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TotalyMeow wrote: Claeyt's perspective of Salem and what it's about is very different from the devs and in many cases is completely the opposite of what we believe.
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