Potjeh wrote:I'd like to hear your thoughts on:
- Character power. Unlimited and mostly proportional to time invested into grinding, or will there be a point where you've done sufficient grinding to 1v1 *any* character? If the latter, where would this point be?
We don't want to adjust the inherit passive advantages of attempting to brute force your way to the top. That being said, we don't want a player to feel helpless either. At some level they will be. We have no intentions of having a 15/15/15/15 taking down a 150/150/150/150 unless the latter was afk for absured lengths of time. That being said, we don't find it unreasonable that the more cunning, capable, and committed 80/80/80/80 take down someone twice his size either. Our solutions currently being explored are rooted around other mechanics involving clever preparation as mitigating factors to a humour gaps.
Potjeh wrote:- Base construction vs destruction investment. If breaking a base is easy, what's to stop griefing with alts from becoming the winning strategy? If breaking a base is hard, how will you make leaving scents dangerous?
I'm assuming we are talking about Breaking INTO a base as opposed to leveling one. Leveling a base in a single night will be significantly harder. Breaking INTO a base we have hopes to be much easier. As for griefing alts, I wouldn't consider waste to be a walk in the park, and if you are leaving scents then you are understanding the risk that somebody with waste may break in and kill you. Don't leave scents if you don't accept the risks.
Potjeh wrote:- Rhythm of the game. Do you think that the current system of requiring user input every minute or two is fine? If not, are you aiming for lessening the time between user inputs (ie speeding up various actions such as crafting doughs), or allowing characters to work longer without player supervision (ie queuing actions).
I like queuing actions. I don't like a broad speed up to the game itself. I agree its too slow, but I also think there could be systems to give you a bit more to do in those slow periods that would be more rewarding than simply speeding everything up.
Potjeh wrote:- Internal security. Should the game provide tools for limiting destructive potential of infiltrators, or should the emphasis be on extensive recruit screening? Ie, should typical towns be big and open for immigrants, or tight-knit and really hard to join if they're worth anything?
A little bit of both. I like the ideas of spies being the zerg neutralizers and do not wish Salem to boil down into every other game that is simply a matter of numbers. That being said, the risk of taking a new player is too high to the reward that they are worth their weight. As such, towns require more permissions to allow for the better handling of social interaction to build trust. Although, at the end of the day, the accomplished spy may finally work his way to the top no matter what I do, I don't want to take that away from the game either.
Potjeh wrote:- Automation of player interaction. Will there be market stands? If yes, will they be in Boston, or will it be left to players to build and secure their own marketplaces? How about fully automated player-scripted quests?
I like the idea of trade hubs, regional goods, and the like. But they are all in the 2015 bin. I do not like the idea of a completely absent system of formal trade. 2014 could expect to see the old stall system with modifications to make their ownership less permanent and the opportunities to achieve one more frequent.
wiatrak wrote:That's what we've got now, but max we could find was 11-12%, further upgrades would mean painful alchemy works towards +3-4%
and how about client?! right now we've got latikai and ender, will you support open client or make your own?
We expect to continue to support the open license of the client. We hope to better leverage the players who have proven themselves invaluable to the game through successful clients. To put it bluntly, in a perfect world we will have an amicable relationship with the modding community where the Default client is in a perpetual state of borrowing from things we identify as nice things in the other clients.
People should see 90% purity again, but said advancements will be after several months of herculean efforts. One purity simulation model we coded had nearly 120 cycles of field rotation before the player had what we would probably consider an end-game purity. We don't feel that to be absurdly unreasonable as each cycle feels like a nice step in the right direction.
Greb wrote:Will you be implementing Indians?
Not before witches.