Game Development: Artifacts & Artifice

Announcements of major changes to Salem.

Re: Game Development: Artifacts & Artifice

Postby darnokpl » Thu Jan 17, 2013 12:36 pm

jwhitehorn wrote:
Your an idiot. Assuming you have any decent base design you should have an "outer courtyard" and an "inner courtyard" to your base or at least some layout where the aggressor will be taking fire from two different sides or layers of braziers. This means that (2) rows of braziers will be firing on an enemy by the time they are hitting your inner section. To obtain maximum coverage you would need 15 of them after this patch. Or (8) on each "row". That is an investment of 32 Iron Bars.

If you have 2 smelters yielding 3 bars a run your being asked to do approx TEN brazier runs to obtain maximum coverage one quadrant of your base. Thats 7 hours to "spam" braziers on a section. If you really need 4 sections then you most likely have village mates. So if you have each of your 4 village mates put in a 7 hour day on a saturday you could achieve MAXIMUM brazier coverage in less than a day.

Now what if you are a hermit? If you are a hermit you don't need much space and could achieve the 15 brazier coverage on all 4 sides of your base by just positioning them in the center. That would mean a smaller hermit claim could get away with 15 TOTAL braziers. 60 Iron Bars, 20 Smelter Runs. So the Hermit has the TOP TIER maximum D for a TOTAL investment of 15ish hours (assuming it takes him all 45 minutes to prep 2 smelters which it should not).

This is hardly "spamming". Anytime you set the MAXIMUM bar/achievement for D to something that can be achieved in a weekend nobody should be complaining about the "grind".

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Question is how fast anyone with 200-300 biles can destroy all those 15 braziers?
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Re: Game Development: Artifacts & Artifice

Postby Procne » Thu Jan 17, 2013 12:42 pm

darnokpl wrote:
Question is how fast anyone with 200-300 biles can destroy all those 15 braziers?

Another question is if you bothered protecting those braziers with additional wall / signs.
With currently buffed walls it makes great difference
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Re: Game Development: Artifacts & Artifice

Postby Dallane » Thu Jan 17, 2013 1:08 pm

jwhitehorn wrote:
Vibe wrote:So this change actually promotes more braizer spam? :(

Don't really like this. So on top of still having to stack multiple walls (the new change only prolongs the time it takes to break walls), you'll also have to stack millions of braizers... Why was a single braizer power not raised instead?

This just sounds like mindless grind.


Your an idiot. Assuming you have any decent base design you should have an "outer courtyard" and an "inner courtyard" to your base or at least some layout where the aggressor will be taking fire from two different sides or layers of braziers. This means that (2) rows of braziers will be firing on an enemy by the time they are hitting your inner section. To obtain maximum coverage you would need 15 of them after this patch. Or (8) on each "row". That is an investment of 32 Iron Bars.

If you have 2 smelters yielding 3 bars a run your being asked to do approx TEN brazier runs to obtain maximum coverage one quadrant of your base. Thats 7 hours to "spam" braziers on a section. If you really need 4 sections then you most likely have village mates. So if you have each of your 4 village mates put in a 7 hour day on a saturday you could achieve MAXIMUM brazier coverage in less than a day.

Now what if you are a hermit? If you are a hermit you don't need much space and could achieve the 15 brazier coverage on all 4 sides of your base by just positioning them in the center. That would mean a smaller hermit claim could get away with 15 TOTAL braziers. 60 Iron Bars, 20 Smelter Runs. So the Hermit has the TOP TIER maximum D for a TOTAL investment of 15ish hours (assuming it takes him all 45 minutes to prep 2 smelters which it should not).

This is hardly "spamming". Anytime you set the MAXIMUM bar/achievement for D to something that can be achieved in a weekend nobody should be complaining about the "grind".

Chief PeePooKaKa
MM Tribe


Seems like it works well for you :lol: :lol: :lol: :lol: :lol: :lol: :lol:
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Re: Game Development: Artifacts & Artifice

Postby TotalyMoo » Thu Jan 17, 2013 1:29 pm

Dallane wrote:Seems like it works well for you :lol: :lol: :lol: :lol: :lol: :lol: :lol:


Stopping this before jwhitehorn has a chance to reply. Don't derail this thread into drama. It's about the announcement.
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Re: Game Development: Artifacts & Artifice

Postby bmjclark » Thu Jan 17, 2013 1:37 pm

jorb wrote:You can now walk through authority objects.


Took you long enough. That should of been the first thing you did after seeing what happened in haven and hearth.
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Re: Game Development: Artifacts & Artifice

Postby Ornery » Thu Jan 17, 2013 1:40 pm

>sees new effects on items and tries to make stuff before reading announcements
>3 broken slots? ***** you!
>reads announcements
>well, ***** me :lol:


Nice update, I'm going to have fun finding all dem snake skulls.

also glad auth objects are fixed, very cool
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Re: Game Development: Artifacts & Artifice

Postby Glennfinnan » Thu Jan 17, 2013 1:50 pm

inb4 all the admirals arrive in the harbor.
Would be nice to have the overall bonus displayed.
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Re: Game Development: Artifacts & Artifice

Postby Potjeh » Thu Jan 17, 2013 2:16 pm

Sweet update. But aren't concussive and blunt damage kinda redundant? And where's slashing/cutting? Surely an axe wouldn't use piercing (not that we can use an axe in combat yet)?
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Re: Game Development: Artifacts & Artifice

Postby whiskeyditka » Thu Jan 17, 2013 2:42 pm

I really like the changes thanks alot devs.


PS

clearly my skills arent high enough as I have broken everything I tried to slot so far :(
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Re: Game Development: Artifacts & Artifice

Postby JeffGV » Thu Jan 17, 2013 3:14 pm

whiskeyditka wrote:
clearly my skills arent high enough as I have broken everything I tried to slot so far :(


Lol, me too. Guess i'll have to wait for civilian abilities.
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