Small Ideas Thread

Forum for suggesting changes to Salem.

Re: Small Ideas Thread

Postby JohnCarver » Sun Mar 22, 2015 4:46 am

It remains on my list to have monsters permakill people when they become glitched. I consider it the responsibility of those aggroing the monster to make sure you don't send it into 'enrage' mode where it permakills you. I.E. be careful not to get it stuck on things or it will become angry like the Hulk :).
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.

Nsuidara wrote:it is a strange and difficult game in no positive way
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Re: Small Ideas Thread

Postby Dallane » Sun Mar 22, 2015 5:46 am

JohnCarver wrote:Animals busting through walls will quickly deteriorate to Darwoth aggroing animals and then getting them stuck on your walls to break in.


This was a major bug in haven and hearth. We would "tame" deers/bears to break down village flags and other fun stuff.
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Re: Small Ideas Thread

Postby Potjeh » Sun Mar 22, 2015 10:06 am

TotalyMeow wrote:
Potjeh wrote:We need more potato recipes in general. They're one of the most versatile foods IRL, but the recipe selection in Salem is really small. Though I guess they'd be more of an ingredient in other food groups (meat in particular) rather than potato group recipes.


When I was writing up the recipes for the potato group, I had a problem in that a lot of what I wanted to add included things like butter or cheese. Once we get animal husbandry in, there will be quite a few options for adding some nice new recipes to all the food groups.

You could've had Chef Gramsey sell butter and cheese.
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Re: Small Ideas Thread

Postby JohnCarver » Sun Mar 22, 2015 6:22 pm

It is hard to correctly valuate items that we will implement in the future. What if we decided in the end for Cheese to be an end-game type item that is very difficult to make like blistersteel. But we had it for sale from Gramsey for only 10 silver for months prior to launch?

That approach would have predefined the difficulty of the items OR contaminated their saturation on the permanent server. We already did it with "Wool" on the tailor vendor and were not fans of doing it for every little thing we know for sure we will implement but have not yet.
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.

Nsuidara wrote:it is a strange and difficult game in no positive way
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Re: Small Ideas Thread

Postby Potjeh » Sun Mar 22, 2015 6:40 pm

Yeah, but you'd only need plain old cottage cheese for potato recipes, not advanced aged stuff like parmesan or something. As for wool, I'm sure you're going to have some kind of tiers anyway, and you can simply change the legacy wool to lowest tier when you implement sheep.
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Re: Small Ideas Thread

Postby Argentis » Sun Mar 22, 2015 6:57 pm

JohnCarver wrote:It is hard to correctly valuate items that we will implement in the future. What if we decided in the end for Cheese to be an end-game type item that is very difficult to make like blistersteel. But we had it for sale from Gramsey for only 10 silver for months prior to launch?

That approach would have predefined the difficulty of the items OR contaminated their saturation on the permanent server. We already did it with "Wool" on the tailor vendor and were not fans of doing it for every little thing we know for sure we will implement but have not yet.


You did with glass. 200s pre mining patch. Now you can easily sell them for 250-300s. Those who bought and hoarded them are definitely happy.
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Re: Small Ideas Thread

Postby Rubberduckbandit » Sun Mar 22, 2015 7:03 pm

Argentis wrote:
JohnCarver wrote:It is hard to correctly valuate items that we will implement in the future. What if we decided in the end for Cheese to be an end-game type item that is very difficult to make like blistersteel. But we had it for sale from Gramsey for only 10 silver for months prior to launch?

That approach would have predefined the difficulty of the items OR contaminated their saturation on the permanent server. We already did it with "Wool" on the tailor vendor and were not fans of doing it for every little thing we know for sure we will implement but have not yet.


You did with glass. 200s pre mining patch. Now you can easily sell them for 250-300s. Those who bought and hoarded them are definitely happy.


Not to mention when they had that black friday sale.
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Re: Small Ideas Thread

Postby Nikixos » Mon Mar 23, 2015 9:30 am

Do you think the sound when digging dirt needs a rework?
Personally i have to mute every time... I would like it to be more "sandy" or more pleasant
The thing that bothers me the most is the "metaly" thing that sounds once in a while :)
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Re: Small Ideas Thread

Postby pistolshrimp » Mon Mar 23, 2015 6:32 pm

Nikixos wrote:Do you think the sound when digging dirt needs a rework?
Personally i have to mute every time... I would like it to be more "sandy" or more pleasant
The thing that bothers me the most is the "metaly" thing that sounds once in a while :)


You have never dug in New England have you? There are a lot of rocks down there.
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Re: Small Ideas Thread

Postby pistolshrimp » Wed Mar 25, 2015 1:27 am

What about a small chance whenever picking up a foraged item that you get two of that item.
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