Jorb where are you?!

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Re: Jorb where are you?!

Postby jorb » Sun May 11, 2014 1:46 am

hamai wrote:Without Java the bots would probably be gone too, along with the mods.


Nope.
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Re: Jorb where are you?!

Postby TeckXKnight » Sun May 11, 2014 2:34 am

hamai wrote:I dreamed of Salem without Java, using CryEngine or some engine that are cheaper now. Whenever I met 1 or more players online I felt the game more laggy and clumsy than already is. I think a AAA engine had more chances of delivering a smoother game experience. Without Java the bots would probably be gone too, along with the mods. Everyone would play the same game the way intended by the devs.

Java has nothing to do with the bots or client mods. You'll find these things exist in, as far as I know, every game out there regardless of what programming language and engine they use. The fact of the matter is that if players can break into it, they will, regardless of what you do to prevent it.
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Re: Jorb where are you?!

Postby LampostSamurai » Sun May 11, 2014 3:56 am

This thread is cringe all around. Contrary to this accounts age, I started playing salem when beta keys started being thrown out publicly, but deleted my account because of issues I was having with a severe lack of fun.

While I know your leaving this game for the moment jorb and co, some things about my recent experience

Coming back without knowing the whole purity changes, I can say with confidence that I like the inspiration system, but I hate, hate, hate with a passion the gluttony system that punishes players who don't happen to have the right skill to make the right food at the moment and end up a little lopsided, making it hard for the character to progress. Combined with the fact that in theory, I could die any moment, I can't say I like the current glutty system.

The inspiration system does feel a bit lopsided, with some inspirations that you get unlocked almost immediately being effectively uncraftable until you get mid-game techs, and by then, suddenly making them seems a waste of resources when you can make the other category of bad inspirational: The time delay but super amazing inspirationals. These are the ones that make you either set up a industry on your own for it, but outclass others in their categories by either having more uses, by-products that are useful, or are otherwise just good standbys. The other issues with inspirationals in the game comes down to a lack of content.

Ranged combat is weak, expensive, and hard to use on animals, let alone players, making it really only useful to poke animals to speed up things(Dross+Sling>Musket). Combined with some of the moves that later-game players have access to, allows later game players to effectively cleave through lower level players like so much fodder. I'm sure it's very heroic for a tribeling or a anti-treatiest to OHKO two or three people in one stomp, but it's not exactly fun for the other side.

The map is filled with boundaries impassable for a new character(rivers without fording locations sans a few miles down, huge cliff walls, etc. etc.) I wouldn't mind if these boundries were generated further away, where darkness usually is, where they help add to the feel of "Is it worth pressing on, or should I turn back" feel.

Finally, the issues that scare off players from the getgo still exist. Some of the first techs are silly to be researched, and should be given to players to give them a few tools to start with, rather then require them to mince around and hope for the right inspirationals to show up soon. It's a serious issue when people I try to introduce to the game get angry that they have to stare at enough things to figure out how to flail at animals. New players tend to feel like they haven't been given any tools to do anything, and that is bad for server pop, and fun for everyone in the long term.
Two years ago...
RobSyl wrote:If nothing changes this game will always be played by 40 people at time. It used to be better game at start now it is all just grief from noobs like chief, dallane and rest of butthurt crappy people.
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Re: Jorb where are you?!

Postby Dallane » Sun May 11, 2014 6:38 am

hamai wrote:Without Java the bots would probably be gone too, along with the mods. Everyone would play the same game the way intended by the devs.


:lol: :lol: :lol: :lol: :lol: :lol: :lol:

I don't think you understand how computers or code works
Please click this link for a better salem forum experience

TotalyMeow wrote: Claeyt's perspective of Salem and what it's about is very different from the devs and in many cases is completely the opposite of what we believe.
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Re: Jorb where are you?!

Postby alagar » Sun May 11, 2014 9:44 pm

Jorb quit salem to develope havem 2.0

F* u
REMOVE STALLS!
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Re: Jorb where are you?!

Postby DemonEyes » Tue May 13, 2014 10:15 am

paljarro wrote:
DemonEyes wrote:
neored9 wrote:
As for the timers, gluttony needs some love in the duration stakes, the rest can stay as it is a superior system. It is possible to calculate a Maximum achievable humour value with the current system a Hard Cap as such, the timer introduces a soft cap based on the amount of time you have played.


There is no hard cap not even such time related softcap considering "charred somethings". I have several charred somethings stored with 0:00-0:02 time penalty and 0 penalty to meat or 0% chance for penalty. Also these charred somethings can be used to raise any humor, so with enough of them you can raise a char from 5 humors to 500 (or even unlimited) humors in 1 day. Not to mention you can in theory make very pure turkeys, so also very pure meat shreds.

So whoever is complaining about glutton timers: Make 50 turkey coops filled with turkeys, slice all your meat into meat shreds and burn them all day long and you can glutton without timers. Its the same as previous world where you had 200 farms, but now you have turkey coops.
protip: make few coops with just 1-2 turkeys so not all of your high purity turkeys die if you arent able to log in few days.

My opinion about the timers:
I think the current system is better as old system. Gluttoning became way more interesting and the inspiration makes me use my inspirationals way more effective. The only downside I experience is that for new players the loss of inspiration on death is very awkward, this game was hard enough for new players already.


You mean apart from the fact you can only eat from inventory and table in one gluttony session.. not like you can hold infinite charred somethings..
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Re: Jorb where are you?!

Postby mdm20 » Tue May 13, 2014 3:48 pm

The main problem with Salem is that the premise is ridiculous to being with. Combining a long, grindy character advancement system with permanent death is dumb. Many new players try the game out, devote a bunch of time, get killed, and never return. The fact that your character can permanently die while offline could possibly be the dumbest feature ever invented.. in any game.. ever?
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Re: Jorb where are you?!

Postby ezgoezit » Tue May 13, 2014 5:37 pm

mdm20 wrote:The main problem with Salem is that the premise is ridiculous to being with. Combining a long, grindy character advancement system with permanent death is dumb. Many new players try the game out, devote a bunch of time, get killed, and never return. The fact that your character can permanently die while offline could possibly be the dumbest feature ever invented.. in any game.. ever?


I just started playing Salem last week. I wish I had heard about it earlier, but I can't say I was actively looking before either. I am probably crazy for starting this game after it appears "the ship has sailed", but I was looking for a game with a long character advancement system and perma-death.

I am rarely satisfied with a game without perma-death for a couple reasons. First, because I played a MUD for 10+ years that had the perma-death feature. Second, because I find that without perma-death, most games have no serious, last consequences for the actions of the player. To me, perma-death is like the "hard core" setting some video games have.

Without a long character advancement, it would defeat the purpose of the perma-death feature.

I think the main problem with the game is that perma-death with always be a niche in the gaming world because people don't want to deal with consequences of their actions or sometimes, more importantly, deal with other people that have no regard for the consequences of their own actions. In a game like this, unless heavily moderated, one "griefer" can ruin the game for dozens, or even potential hundreds. Those people complain and scare others away, and you end up with a dead game.

It's a chance I'll take. Right now, I am enjoying myself. I am a little disappointed none of my chars have been killed yet, but I imagine most of the hard core griefers have moved on to newer games to destroy.
Sic Erat Scriptum (Thus was it written)
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Re: Jorb where are you?!

Postby HouseLaLaurie » Tue May 13, 2014 5:40 pm

ezgoezit wrote:
mdm20 wrote:I am a little disappointed none of my chars have been killed yet, but I imagine most of the hard core griefers have moved on to newer games to destroy.


Just walk outside of Boston for a while in any direction, and your wish will likely be granted. :)
"Let any of you breathe a word, or the edge of a word, about the other things, and I will come to you in the black of some terrible night and I will bring a pointy reckoning that will shudder you..." (Abigail Williams)
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Re: Jorb where are you?!

Postby ezgoezit » Tue May 13, 2014 5:48 pm

HouseLaLaurie wrote:Just walk outside of Boston for a while in any direction, and your wish will likely be granted. :)


I have done so for hours, basically to get rid of some of my earlier chars, to no avail.
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