Game Development: Time Enough for Love

Announcements of major changes to Salem.

Re: Game Development: Time Enough for Love

Postby FutureForJames » Thu Jan 31, 2013 1:12 pm

Droj wrote:Awesome update jorbtar!

Really gives defenders a chance to take action before they wake up and realise their claim which they worked so long and hard for has been razed to the ground!

jorb wrote:Stove now requires Humble Abodes


This was my only concern as the first thing many newbs will do is make a hovel then wonder why they can't make a stove :roll:


Don't be too sure. If 1000x1000 tiles is 1000x1000 Ender-"flattening tool"-squares, you have to search an area as large as 100 villages everyday (400 village actually since they could have built it in a corner); noone would do that. This assumes that you need to find the actual building (before it activates raid mode) to know it has been built.
FutureForJames
 
Posts: 374
Joined: Mon Nov 12, 2012 11:46 am

Re: Game Development: Time Enough for Love

Postby Tommy » Thu Jan 31, 2013 1:26 pm

FutureForJames wrote:
Droj wrote:Awesome update jorbtar!

Really gives defenders a chance to take action before they wake up and realise their claim which they worked so long and hard for has been razed to the ground!

jorb wrote:Stove now requires Humble Abodes


This was my only concern as the first thing many newbs will do is make a hovel then wonder why they can't make a stove :roll:


Don't be too sure. If 1000x1000 tiles is 1000x1000 Ender-"flattening tool"-squares, you have to search an area as large as 100 villages everyday (400 village actually since they could have built it in a corner); noone would do that. This assumes that you need to find the actual building (before it activates raid mode) to know it has been built.


Nope. The new client comes with an additional map-button for a mode "Display waste claims", so actually it's quite easy.
Tommy
 
Posts: 20
Joined: Sun Dec 02, 2012 3:13 pm

Re: Game Development: Time Enough for Love

Postby Niding2 » Thu Jan 31, 2013 1:29 pm

There are a lot of issues with this one.

What I'd do, is first to adress the wall bashing aspect of the game. Either I'd rework food gluttony caps so that the soft cap of humours would be in relation to the power of walls - stone walls should be breakable by, for instance, a 60% progressed character towards the soft cap, while wooden walls could be at 75% and so on. If the soft cap on humour gain through gluttony would be, say, 500 with max purity available, you'd need 300 phlegm to break a stone wall.

Alternatively, I'd have the walls kinda such as is, with a soak which specifices phlegm needed to damage. Instead of having the scaling power dependant on your phlegm, however, I'd have walls simply be ruined in x swings irregardless of phlegm, as long as the character stays above the soak cap. Each swing would drain 5% of max phlegm (reducable with proper tools), and a stone wall would take 5 swings, while a plank fence would take 10 swings. Soak could be something like 100 / 200 for the different walls. This change, specifically, would make whatever sillyness exists in humour through gluttony mostly irrelevant, as the upper cap wouldnt realy come into play. The walls would remain a hinderance irregardless of the state of your character progression into ridiculity, and not be torn apart like paper - whatever wall health buffing and nerfing you keep doing, could be stopped.

There should also be something to discourage stacked walls. They're unintuitive, ugly and intrusive. Something akin to braizers, maybe, with diminishing overall strenght if you pass a certain threshold? How to do that, in effect, however, I'm not sure. Connecting the change to size, cornerposts or whatever could easilly be exploited. Maybe it could be linked to claim size?

Now, these changes would keep egular stone walls somewhat durable, giving nubs an edge they lack pre- your changed system. The next thing I'd do, is make it so that your waste claims would only be needed for town claims. This'd make raiding regular hermits harder, but not as ridiculous as the current, changed system. Also, it'd make actually getting a town once you'd reach a development stage, an encouraged option.
Last edited by Niding2 on Thu Jan 31, 2013 1:44 pm, edited 2 times in total.
User avatar
Niding2
 
Posts: 47
Joined: Sun Dec 23, 2012 5:59 pm

Re: Game Development: Time Enough for Love

Postby FutureForJames » Thu Jan 31, 2013 1:30 pm

Tommy wrote:Nope. The new client comes with an additional map-button for a mode "Display waste claims", so actually it's quite easy.


But does the "claim" get displayed immidietely the moment it is built, or only when it is in "active" mode?
FutureForJames
 
Posts: 374
Joined: Mon Nov 12, 2012 11:46 am

Re: Game Development: Time Enough for Love

Postby ArcaneCrisis » Thu Jan 31, 2013 1:31 pm

What would happen if a trial by fire was placed just SW of boston?
ArcaneCrisis
 
Posts: 13
Joined: Mon Jan 28, 2013 9:13 am

Re: Game Development: Time Enough for Love

Postby L33LEE » Thu Jan 31, 2013 1:39 pm

To me this patch looks rather poor.

The reduction of health on walls and damage from braziers is a huge uTurn, which i assume stems from the mushibag's siege and makes me mega sad as a roanoak player.

Yes so what is 5 low bob injuns could not break mushi's base, The russians on Roanoak when they raid in 15-20 groups are going to have a ***** field day raiding again. The new system barely kept them at bay, this update is just another gold card for raiders(Russians anyways).

Setup waste claim, protect it during its period of no defense (Build wall? then they must counter attack with another waste claim?, instant broken system from what i guess), totally raze the base to the floor again.

It makes me sad, that im confident that these changes are inlight of mushibags base being almost impossible for chief to raid, however they have based this on a pathetic 4/5 half man raiding party(The injuns bring 200 biles chars to a 500 biles raid), people have no clue what the russians are like on roanoak, when 10-20 players from 250-500 biles roll up.

This update is a step back in the wrong direction if you ask me. Yes i need to test the machanics to see, but the strong just become untouchable again, and everyone else is still going to get butt raped sideways, there is just now a timer on it and you can forsee your imminent annihilation.

EDIT: If your going to base siege machanics and defenses capabilitys around the Tribes raiding potentional from plymouth, you really should think again. The russians on roanoak have x10 the raiding potential than what the chief has on plymouth, and this new update is pathetic.

Russians have fun on roanoak.
Last edited by L33LEE on Thu Jan 31, 2013 1:57 pm, edited 1 time in total.
Retribution ~ Death comes to those who wait.

Wishy for Mod - http://forum.salemthegame.com/viewtopic.php?f=3&t=7783
User avatar
L33LEE
 
Posts: 1134
Joined: Fri Aug 24, 2012 3:58 pm

Re: Game Development: Time Enough for Love

Postby Ornery » Thu Jan 31, 2013 1:42 pm

Pretty much what L33LEE said
<milonti> Psshh, tears are tier 5 products.

America confirmed winning since 1776
User avatar
Ornery
 
Posts: 698
Joined: Wed Aug 01, 2012 1:26 am
Location: Novy Odgorod

Re: Game Development: Time Enough for Love

Postby Kandarim » Thu Jan 31, 2013 1:44 pm

Droj wrote:
jorb wrote:Stove now requires Humble Abodes


This was my only concern as the first thing many newbs will do is make a hovel then wonder why they can't make a stove :roll:


I'm guessing it is because stoves are actually ment to be a luxury item. I know I love mine for not having to bother with tinderdrills anymore (and if mine went out, i'm assured somewhere else in my village there's still one burning)
Saves me from having a fire-alt with lit torch :)
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.
User avatar
Kandarim
Customer
 
Posts: 5321
Joined: Mon Jan 21, 2013 4:18 pm

Re: Game Development: Time Enough for Love

Postby alloin » Thu Jan 31, 2013 1:54 pm

only thing i like is the frogs, getting closer to witchcrafting !

All the siege'ing mechanics sucks donkeyballs tbh, have devs seen russians raid ?
jorb wrote:all I see is misplaced machismo and a lot of very cheap talk. ^^

Darwat confirmed scrub!
User avatar
alloin
Customer
 
Posts: 3031
Joined: Wed Aug 01, 2012 1:33 am

Re: Game Development: Time Enough for Love

Postby Attelso » Thu Jan 31, 2013 1:55 pm

alloin wrote:only thing i like is the frogs, getting closer to witchcrafting !

All the siege'ing mechanics sucks donkeyballs tbh, have devs seen russians raid ?


I think the devs get their primary feedback from MM regarding such things.
I am a moderator. I moderate stuff. When I do, I write in this color.
Attelso
 
Posts: 119
Joined: Fri Dec 07, 2012 6:49 pm

PreviousNext

Return to Announcements

Who is online

Users browsing this forum: No registered users and 6 guests