Question about Lumberlords

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Re: Question about Lumberlords

Postby JohnSnow » Mon Nov 07, 2016 1:09 pm

FunForLife wrote:Hi there.

I think it is very difficult to do any kind of Woodworking in darkness: Lumberlords do spawn on personal claims aswell.

I wonder how annoying many Lumberlords one has to kill before beeing able to set up a single Timber Pile. The worst part is, that you don't even get the tree after killing the Lumberlord but some crappy stuff. I think at least selfplanted trees on a personal Claim or inside some special fence should be save.

Even if you have 400+ biles, you dont want to fight all day to get a couple of trees. And you cant be forced to witchcrafting or to have an ALT just for some basic Woodworking.

How is this supposed to work?

Best, Chandi.

Just build a church and your problem will be solved.
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Re: Question about Lumberlords

Postby Amnezia88 » Mon Nov 07, 2016 1:30 pm

FunForLife wrote:And you cant be forced to witchcrafting or to have an ALT just for some basic Woodworking.
.


Why not? There are worse things out there than the Lumberlords trying to defend their forest. Why risk your life for some wood?
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Re: Question about Lumberlords

Postby FunForLife » Mon Nov 07, 2016 2:04 pm

JohnSnow wrote:Just build a church and your problem will be solved.


A lot of Woodworking comes before you can build a church. But you probably gonna answer, that i shouldn´t have gone so deep before beeing able to build one... :)

Amnezia88 wrote:Why not? There are worse things out there than the Lumberlords trying to defend their forest. Why risk your life for some wood?


Well, I understand ALTs as a tolerated form of "cheating" and i can't see why a game would force someone to do so.

But anyway, I tried this option and it seems that on an unskilled charackter the spawn rate is even higher. Got 5 out of 5 so far. So there will be no trees to work with left. Maybe it correlates with Hammer & Nail skill or something like that.

Trading couple hundred boards from an ALT-Base via Penc is no option, that would annoy anyone out of the game or to permadeath! :lol:


Sorry for the question, but i felt like there might be a better way which i just can't see. But i guess your answers are telling me that there is none? :cry:

Best, Chandi
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Re: Question about Lumberlords

Postby Dallane » Mon Nov 07, 2016 2:27 pm

You pay a price for living in a place with a advantage such as the darkness. YOU chose to live there so you have to deal with the wildlife.
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Re: Question about Lumberlords

Postby Chrumps » Mon Nov 07, 2016 3:51 pm

You can build a base near the darkness border on either side of it, depending on your further plans. There you can still chop trees on the light side and venture into darkness for hunting. You will have to go for a while, deeper into the darkness to find anything other than rats.
You can very precisely find the darkness edge because you get a help dialogue when you enter darkness for the first time. There is also a tool in the custom client (CTRL-D) to tell darkness level.
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Re: Question about Lumberlords

Postby FunForLife » Mon Nov 07, 2016 5:21 pm

Dallane wrote:You pay a price for living in a place with a advantage such as the darkness. YOU chose to live there so you have to deal with the wildlife.


I can see your point and I am not questioning that there has to be a price payed for living in darkness. I am not questioning the existence of Lumberlords at all.

I am questioning the game design in terms of the spawnrate. If it would be capped at 50% you can say woodworking in the darkness is possible, but still very dangerous, as it should be. But at this point (9 out of 10) it feels like a whole part of Salems crafting system is taken away, which is a disaster in a crafting MMO.

And the Lumberlords are needless, since there is no reason to chop a tree. No lot and no chance of woodworking. A hard cap at 50% chance might motivate people to actually really live in darkness and not with a couple ALTS in the light. And nothing would have been taken away from the game, because a 50% chance of getting instant K.o. still a real thread and enough danger.

I know lots of you can kill these and lots of you do it for fun, but still medium skilled player should have a chance to woodcraft in darkness with paying a price of instant k.o. in 50% of the cases.

So maybe JC likes to think about something like this. ;)

Any suggestions about what skill has influence on the spawnrate? If you say it's theoretically soft capped at 50% with like 50 points in Hammer and Nail, then I will shut up and say: Well done Game designer and why the f*** am I so unlucky.... :D

Best, Chandi
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Re: Question about Lumberlords

Postby Reviresco » Mon Nov 07, 2016 5:40 pm

"Mules" have been a part of MMOs since at least 1998. Make one for boards.
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Re: Question about Lumberlords

Postby TotalyMeow » Mon Nov 07, 2016 6:12 pm

FunForLife wrote:I am questioning the game design in terms of the spawnrate. If it would be capped at 50% you can say woodworking in the darkness is possible, but still very dangerous, as it should be. But at this point (9 out of 10) it feels like a whole part of Salems crafting system is taken away, which is a disaster in a crafting MMO.

And the Lumberlords are needless, since there is no reason to chop a tree. No lot and no chance of woodworking. A hard cap at 50% chance might motivate people to actually really live in darkness and not with a couple ALTS in the light. And nothing would have been taken away from the game, because a 50% chance of getting instant K.o. still a real thread and enough danger.


We don't want normal, "God fearing", pilgrims to live in the darkness. The darkness is a dangerous place full of unholy witches, monsters, and other things of the devil. If you live in the light like you should, you'll have no problems at all.
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Re: Question about Lumberlords

Postby Chandi » Mon Nov 07, 2016 11:53 pm

TotalyMeow wrote:We don't want normal, "God fearing", pilgrims to live in the darkness. The darkness is a dangerous place full of unholy witches, monsters, and other things of the devil. If you live in the light like you should, you'll have no problems at all.


I see your point. May i ask another question regarding those LumberLords? They do add an additional Level of Madness immediatly while konocking out. Once i go to bed with my Teddy i come back to lvl 0 within 8 hours of sleep. The next time i get knocked out i am jumping to madness 1 and then madness 2 within one Lumberlord. I slept 16 hrs after that with my Teddy and was Madenss level 0 again. After that i went up to Madness 3 from the next single Lumberlord and so on. Now i am Madness level 6 (jumped from 0 to 6 by getting knocked out by one Lumberlord).

How is that supposed to work? I thought the madness gets permanently removed by sleeping with the Teddy. But instead is seems that the insanity is still that high, that the madness level jumpes to the last status before sleeping on the next best reason. Why is that? I didn´t read anything similar on the Patchnote or the Wiki. Do i have to pick flowers like crazy even though i am at madnes lvl 0, before i can do something insane again?

Would love to get an answer. Thank you very much.

Best, Chandi
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Re: Question about Lumberlords

Postby Forungi » Tue Nov 08, 2016 12:39 am

FunForLife wrote:Hi there.

I think it is very difficult to do any kind of Woodworking in darkness: Lumberlords do spawn on personal claims aswell.

I wonder how annoying many Lumberlords one has to kill before beeing able to set up a single Timber Pile. The worst part is, that you don't even get the tree after killing the Lumberlord but some crappy stuff. I think at least selfplanted trees on a personal Claim or inside some special fence should be save.

Even if you have 400+ biles, you dont want to fight all day to get a couple of trees. And you cant be forced to witchcrafting or to have an ALT just for some basic Woodworking.

How is this supposed to work?

Best, Chandi.


You are supposed to deal with it the hard way if you really want to live in the darkness without abandoning the pilgrim life.
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