Small Ideas Thread

Forum for suggesting changes to Salem.

Re: Small Ideas Thread

Postby Dammit » Tue Feb 03, 2015 4:41 pm

d0rin92 wrote:Hunting&hideworking should give 0.5 dmg and 1 defense vs animals(this mechanic is good for new players also for veterans)
that means at 100 hunting&hideworking your stats should be 50 bonus dmg and 100 bonus defense vs animals in salem terms meaning +5 actual damage and +10 defense this also should cap at 200 hunting&hideworking that way this mechanic cant be exploited giving a total of +10 actual damage and +20 defense


I like this.
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Re: Small Ideas Thread

Postby Argentis » Tue Feb 03, 2015 4:44 pm

d0rin92 wrote:Hunting&hideworking should give 0.5 dmg and 1 defense vs animals(this mechanic is good for new players also for veterans)
that means at 100 hunting&hideworking your stats should be 50 bonus dmg and 100 bonus defense vs animals in salem terms meaning +5 actual damage and +10 defense this also should cap at 200 hunting&hideworking that way this mechanic cant be exploited giving a total of +10 actual damage and +20 defense


That seems like a huge bonus considering that 100 is fairly easy to reach. But then if you stop capping at 200HH what's the point on continuing? The highest HH skill needs 177HH.
And considering all the other proficiencies' benefits, none is capped (that I know of). That wouldn't make sense to cap it as there should be an incentive to always level up your profs depending on what you want your character to be (Hunter, farmer, tailor, woodcarver, etc.).
However, despite the fact that I think you go overboard with the bonus, I think that it is a good idea for the ability of HH.
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Re: Small Ideas Thread

Postby Procne » Tue Feb 03, 2015 4:53 pm

Just make the amount of meat / skins / other stuff gotten from butchering depend on H&H
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Re: Small Ideas Thread

Postby Argentis » Tue Feb 03, 2015 4:56 pm

Procne wrote:Just make the amount of meat / skins / other stuff gotten from butchering depend on H&H


But we already have skills for that? Butcher's thrift, Viscera and bits, etc... Maybe higher chance to get rarer stuff like Viscera and Bits? But still we do have skills for that.
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Re: Small Ideas Thread

Postby Dammit » Tue Feb 03, 2015 5:03 pm

Yes there should be nice bonuses for all skills to continue leveling. If like to see 750+ become a common thing in skills. But to do that people need a huge incentive to do so.

My idea for H&H: give a +1 damage bonus to a hit for every 50 levels? So at 500 h&h if you total hit was 75 with gear and humors that 500 h&h would make it 80

Or instead of a linear progression make it quadratic, by giving +1% every 50 levels to damage.

Again maybe damage should be cloak & dagger. Lol
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Re: Small Ideas Thread

Postby pistolshrimp » Tue Feb 03, 2015 6:15 pm

Dammit wrote:Yes there should be nice bonuses for all skills to continue leveling. If like to see 750+ become a common thing in skills. But to do that people need a huge incentive to do so.


All proficiencies, no matter how high they go making slotting more sucessful.

I completely disagree with damage or defense bonus from any proficency, there are already great mechanics for damage available to both new and old players.
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Re: Small Ideas Thread

Postby JohnCarver » Tue Feb 03, 2015 7:31 pm

HH needs a prof roll.

I don't like increasing butcher yields.

I don't like increasing dmg.

Thus the prof. is still missing its roll until we get a mechanic that I think fits it better. Probably when we put out 'archery'.
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Re: Small Ideas Thread

Postby Kandarim » Tue Feb 03, 2015 9:25 pm

pistolshrimp wrote:All proficiencies, no matter how high they go making slotting more sucessful.

Sure, but those increases are incredibly marginal above, say, 200
I have neither the crayons nor the time to explain it to you.
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Re: Small Ideas Thread

Postby Rifmaster » Tue Feb 03, 2015 10:58 pm

Rifmaster wrote:
TotalyMeow wrote:One: A new clothing type Gloves.



This one was mine, i actually thought of it not as a another slottable item, but as sort of a buffer for productivity with there being multiple types of gloves.
At the top of the chart Fine leather gloves which would give a LOT of productivity increase and be made of wool and fine leather.
Next to best would be store bought "Gentlemans gloves" that are white, and give just a little less producitivity than the fine leather gloves.
Here come the Sea island cotton gloves, Sea island cotton and fluffy stuffing (for the warmth of your hands)
Now just Leather Gloves, made of leather (duh) and some of that crude stuffing or whatever its called, the one that gives +5 weaving cant remember the name sadly
Then Farmers gloves (Yellow cotton and that +5 weaving stuffing)
And the worst gloves, the newbie gloves basically would be the Jute Gloves made of random fibres.

Idk if this is actually a small idea but oh well i'll give it a go.
Also if you say the white gentlemans gloves weren't used in that time, just please notice that 99% of salems stuff wasnt used in its time like some coins, most of the clothes etc.


*cough* is it so bad nobody even wants to reply or is everyone dazzled by how wonderful of an idea it is so much that the cant even mention it?
Its the 2nd one isnt it!
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Re: Small Ideas Thread

Postby Dammit » Wed Feb 04, 2015 12:12 am

JohnCarver wrote:HH needs a prof roll.

I don't like increasing butcher yields.

I don't like increasing dmg.

Thus the prof. is still missing its roll until we get a mechanic that I think fits it better. Probably when we put out 'archery'.


Would it be considered fitting to have Cloak & Dagger give a small damage boost? I mean something small but still something that would give it more meaning? Something like 1% damage per 100 levels of cloak and dagger? So it would be a decimal point until 100 was reached. 1% sounds pretty good, giving at 1000 C&D you would see a much earned 10%. 10% isn't going to throw the turns of a battle by no means, but it is another way to gain an advantage over your foes, and thus more involved.

To keep the creative mind alike, what about Arts and Crafts? How about letting that give a small chance at increasing the value of found & crafted inspirationals? perhaps on a 3% per 100 levels as I mentioned for damage on C&D?
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