Just to much....CRAFTING!

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Re: Just to much....CRAFTING!

Postby darnokpl » Sun Feb 17, 2013 11:22 pm

Droj wrote:
Right now every noob can buy 30% rod and walk around after that he will break iron prices selling good purity lockets cheaper than other people who started from 0%.


You mean like yourself. ¦]


thx for that rod again ¦]
but that is good example I bought it because searching mines is boring and after I found that single mine from your rod I could sell rods or lockets and you would have much less income. Single noob that would search mines for few days and then starting to sell 30% rods few days after server started could broke iron economy for this server, that is bad for crafting game where we should earn silver for our work.
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Re: Just to much....CRAFTING!

Postby Dallane » Sun Feb 17, 2013 11:33 pm

colesie wrote:Now this just made me sad lol :(
w7 pls sirs ;-;


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Re: Just to much....CRAFTING!

Postby Ass_Kraken » Sun Feb 17, 2013 11:49 pm

Ornery wrote:The thing about bringing 5 of your 40 humour friends to work over a 400 humour titan is funny though. At those stats, a single unmodifed thrust deals 31.6 damage. Im not sure if you can hit him enough times to even break half his blood before there's lowbie bodies littered everywhere and 6 fresh murder scents.

Don't forget how often the lowbies would punch each other because half of the fight is against the camera.
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Re: Just to much....CRAFTING!

Postby colesie » Sun Feb 17, 2013 11:51 pm

Ass_Kraken wrote:
Ornery wrote:The thing about bringing 5 of your 40 humour friends to work over a 400 humour titan is funny though. At those stats, a single unmodifed thrust deals 31.6 damage. Im not sure if you can hit him enough times to even break half his blood before there's lowbie bodies littered everywhere and 6 fresh murder scents.

Don't forget how often the lowbies would punch each other because half of the fight is against the camera.

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Re: Just to much....CRAFTING!

Postby darnokpl » Sun Feb 17, 2013 11:57 pm

anfros wrote:I'd like to see a system with many more factors than we have now, this gives you the ability to disrupt other factions' industries. For example crop purity should not only depend on the seed purity, but also on the fields purity. I also think it would be more fun if we had a economy more based around purification, for example I don't think there ever should be a purity lime node, however I think there should be a system to purify the lime the you mine, so you have to choose between producing large amounts of low quality products or low amounts of high quality stuff.


I hope it is only joke, if crops purity would ever be dependant from field purity then first faction who produces murder alts and rush whole server won the game.

We need character development and crops/metal/wood/etc/etc industry dependant from CHARACTER PROFS or this game will be boring.
Currently hermit farmer doesn't even need much hori, because he won't need to spam a lot of pots. And most people won't ever get s&c at 100+ because they don't need to. Same with fighters 60 c&d is all you need, a&c 35 anyone need more? Question is what next? Why we should play if we get all skills? Game is starting to be boring even for more dedicated, than newbie, players when they get their main on some level.

As for production in all industries it is boring because we have to endlessly spam things!!!
At start I loved in Salem idea of fertilizer in farming it was something great, I didn't needed many farms to get amount of flour I need for my pies.
I really don't want to build 16 farms for same crop type, all I want is 5 and I want to get skills or mechanic that will allow me in different way to get from them more crops. Same with iron, boards etc etc we need something to feel progress on our character and how that makes our in-game-live easier.

Right now my main can do anything, he can farm, mine, make boards, build, search mines, burn iron and I am tired of this because I can't be better at anything than other member of town. That makes we have no goals in game, except raiding, but not everyone likes it.
Dedicated miner should chip more ore from builder and be able to mine better purity ore, blacksmith should burn more iron than noob with low skills, dedicated farmer should get more and better crops that noob, dedicated hunter should get more and better purity meat from animals, cook should be able to bake better pies than 1 day old noob char with baking etc etc.

Character development imho is key to feel progress and give us more purpose to play, even with current content we could advance in farming, mining, iron production, hunting, cooking, cloth making (better tailor can make cloth with more slots or with less profs requirements for slotting), carpentry, fishing (better fisherman should be faster than noob).
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Re: Just to much....CRAFTING!

Postby anfros » Mon Feb 18, 2013 12:18 am

You keep forgetting that in a game featuring perma-death, characters will never (and should never be) the most valuable thing, the ability to raise character stats should be, otherwise we will just see a development where people who start the game 1 week after the world starts never catch up and people who die are out of the game.
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Re: Just to much....CRAFTING!

Postby Mereni » Mon Feb 18, 2013 12:24 am

The idea of a character getting better at things over time seems nice... but I think it cause even more complaints about newbies being behind. Already people claim new players are at a disadvantage, but adding even more advantages to older characters would make new players feel even more behind.

It's possible now to become better than others at Some things. You increase the three profs that forestry depends on, for example, and you're better at growing trees. Same for S and C for plenty when you plant (though that seems severely weighted to the bottom, I roll 0s far more often than I even get near the top percents).

It seems to me that over time, with new content, different profs will become important for different new skills and make it worth concentrating on leveling a certain proficiency as high as possible. Maybe we'll get some new clothing mechanic and thread and needle or arts and crafts will suddenly become really useful. Or maybe when we get animal husbandry, there will be a 'plenty' feature based on natural philosophy or frontier and wilderness.
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Re: Just to much....CRAFTING!

Postby Ass_Kraken » Mon Feb 18, 2013 12:25 am

darnokpl wrote:A splurge of darnokpl goo

Agreed, we need people to do the same thing over and over. Fun isn't the important part, this isn't a game.
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Re: Just to much....CRAFTING!

Postby darnokpl » Mon Feb 18, 2013 12:55 am

anfros wrote:You keep forgetting that in a game featuring perma-death, characters will never (and should never be) the most valuable thing, the ability to raise character stats should be, otherwise we will just see a development where people who start the game 1 week after the world starts never catch up and people who die are out of the game.


But right now it is same. If you ask some friend to start game today he won't be able to catch up tribe/russians/darwoth, game mechanics makes it impossible.

As for " the most valuable thing, the ability to raise character stats" I understand that this have few pros, but that makes farming (example) stupid, you can make few alts on one server and make 100% food in many camps at once with char having 30 s&c!!!

Issue is not that we have perma-death game, so it is natural that characters are going to get killed, real problem is that faction vs faction battles are made in hours not in days.
Imho we should get some kind of faction-influence-area for town bells, so no one else would be able to build near (much larger area than waste-claims) us town. And if our town grow in time, we should upgrade (or replace) town bell to make this influence-area larger... but tier2 town bell would not block tier1-towns, so you could make a faction like that. With HnH satellite style where smaller camps were for newbies, here you would have hierarchy mechanic to surround your castle/fortress/main base with smaller camps and if hostile faction would want to destroy your whole faction they would have to get over those smaller camps.
It can be made by little change in siege mechanic... waste-claims can be placed only on your faction-influence-areas and they allow you to attack town only from 1 tier higher than yours. So to attack my tier3 castle you would need to destroy few my 1 and 2 tier towns and build and develop for some time tier2 town.
This would make real wars in Salem, not few hours raids and this would not allow to attack any target, you would have to first take some land of your enemies then you could wipe them from server, but it would take days or weeks. So people would fight all the time and it would end stupid thing like we-can-wait-longer-than-you-online.

Having sieges like that I would agree that making "the most valuable thing, the ability to raise character stats" would make any sense.
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Re: Just to much....CRAFTING!

Postby Dallane » Mon Feb 18, 2013 1:00 am

got to say i read nothing darnok post because i know its going to be just ***** stupid

anyone can catch up
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