Jorb where are you?!

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Re: Jorb where are you?!

Postby cannibalkirby » Thu May 08, 2014 10:03 am

Whiskybob wrote:I quit a week ago. This game has no future. I find watching grass grow far more entertaining than this.

been a month here, can't say I see the furture either if the devs are just going to abandon the game for another one, whos to say hafen is the next disappointment. if you don't want to work on your game then sell it and let someone else do the job you promised to your players. this game is a dead donkey and I'm done flogging to keep it going on my part. I'll peek back to see if the old system comes back or if there's an update...until then enjoy the 40 active players that are left
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Re: Jorb where are you?!

Postby ysbryd » Thu May 08, 2014 11:33 am

I think RonPaul put the problem very succinctly, stop trying to re invent the wheel Jorb.
You have a good game concept, which is on the way to being a very very good game, but its not perfect. Instead of ripping it all out, tweak things. As an example of easy tweaks? Turkeys are already in game, you have to have a male, make the product of the male and female turkey vary as to the qualities of the parents, ie, Haven mechanics for animal husbandry. Probably take one or two lines of code.
As to the rest of the content? If I were you I would throw the whole lot in and stand well back and let us test it for you. And maybe the community could come back with some constructive criticism, (boo hoo you broke my game roll it back is not an example of such) but more of, 'I think this is unbalanced and these are the reasons why,' including examples and maybe screenshots, if applicable, to work with the developers rather than just complaining. The last wipe and new content were good, not perfect, but good. If its in game now it should stay, (apart from obvious bugs clearly) and balancing tweaks be made if neccesary. Finally, whatever you decide Jorb, life is too short. Haters gonna hate.
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Re: Jorb where are you?!

Postby bashnagdul » Thu May 08, 2014 1:48 pm

for me watching animals grow, wood dry, crops grow and trees sprout in ever inceasing purity is exactly endgame.
as long as there is a mechanic to perfect this.
so with alchemy there should be (with a note of luck) a way to get 100% pure flower pots, clay, lime etc.
soo, maybe distill 4 lime of 2% into 1 lime of 5% and then 4 of those 5% into 1 of 8% etc.
not so simple ofc, but the point stands.

especialyt if witchcraft is introduced you should be able to magicly adept the properties of items.
for me that would be endgame. especially if sometimes a raider came by and trashed a part of yer place.
but thats me :)
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Re: Jorb where are you?!

Postby Claeyt » Thu May 08, 2014 2:18 pm

I'd be happy just to see the witch's hat available again and have it be slottable.
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Re: Jorb where are you?!

Postby hamai » Thu May 08, 2014 2:54 pm

freeze this and make Salem 2 with CryEngine... performance would improve, bots would be gone, everyone would play the same game... you may say I'm a dreamer...
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Re: Jorb where are you?!

Postby Icon » Thu May 08, 2014 3:01 pm

Claeyt wrote:I'd be happy just to see the witch's hat available again and have it be slottable.


I said it before, I'll say it again... I miss my halberd more than I miss bearbait :cry:
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Re: Jorb where are you?!

Postby DemonEyes » Thu May 08, 2014 4:22 pm

jorb wrote:Endgame content, by definition, can't very well allow you to do very many new things, can it? ;)

I am not arguing that the game doesn't have both design flaws and a lack of content (endgame and otherwise). I just wouldn't equate the two. :)


Jorb here is spot on, more content will not generate more endgame.

But lets face it, animal husbandry would be another turkey coop, daily repetitive tasks, the complaint is that the end game is just daily repetitive tasks.. more of the same is not improving matters.

The type of game itself does not lend itself to end game philiosophy.. there is no grand finale, same as in other sand box games, If you finish task A you have to find your own task B to move onto. IF you have built a base and got it as you want it.. build another grander base.. The thing is.. the purity system is what Task B is, and due to its mindnumbingly tedious nature, does not lend itself to be able to handle grand projects such as Task B.

IF soil quality mattered in crop purity, IF the mining system wasn't drop a mine and get ore, IF as you play the game the game prompts you to have to move elsewhere (exhasuted ore, lower quality of soil or other thoughts), otherwise you are left to choose your end game.. which may or may not be the enjoyment of plant, feed, compost, plant, feed, compost, alchemy, until your biles resemble the bank balance of a corrupt politician.

The end game at the moment is.. you have a decent amount of biles, you gather a few likeminded folks.. and you attack other large collections of people.. Losing your character and even base will provide plenty of game to play.. We can all sit around farming materials and stats, but if you dont go and face the big boss, even if you lose, you can't really say you are playing end game.

End game would be you standing in the middle of the tribes base, surrounded by the bodies of your enemies, with no one left to challenge you or kill you. (And even then you can go and bully some noobs).
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Re: Jorb where are you?!

Postby paljarro » Thu May 08, 2014 6:54 pm

An example of endgame content would be the spawn of a large scary creature at a random place in the world with a 5-7(random) day death timer. Butchering him will give some good inspirationals and a hide that can be used to make some special clothing, like how singing old log can be used to make a special mask.

Also you can craft some special item which helps you locating him. fighting him should take long, alternating tanking him, while the previous tank takes distance to get out of fight and refill his humors. He doesnt have regeneration, so in theory it would be possible to kill him solo and groups that fail, might leave him behind with just 5 blood left, since you cant see hp bars in salem.

Finding and fighting this creature would give end game groups of players something exciting to do, especially considering as soon as he spawns multiple groups might hunt for it and likely meet eachother in the wilderness, while the casual hermit doesnt notice anything fro the event at all (besides bragging rights in forum).

Im not seriously suggesting this, but it is an example how a game like salem could have interesting end game content.
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Re: Jorb where are you?!

Postby Mereni » Thu May 08, 2014 7:43 pm

I agree that the game needs more creatures, especially some lumberwoods darkness animals like the squonk and the hidebehind. But I don't agree with designing anything to be like a 'boss'. Darkness creatures should be difficult to encourage character development, but the fights requiring groups of people and good coordination should always be against other players and their bases.
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Re: Jorb where are you?!

Postby jorb » Thu May 08, 2014 7:45 pm

Mereni wrote:but the fights requiring groups of people and good coordination should always be against other players and their bases.


Why? I don't have anything against the idea of monsters requiring a group of players to take on. Quite the contrary.
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