Patch Warnings for Upcoming V1.2.0

Announcements of major changes to Salem.

Re: Patch Warnings for Upcoming V2.0.0

Postby JohnCarver » Sun Jan 10, 2016 6:50 am

LOMS wrote:JC, I doubt that you will left less slots in those belts then quantity of artifacts, that we are able to slot in them. So you could do this the hard, but more professional way - instead of deleting, just put all slotted artifacts in new belt's inventory.


I will certainly consider doing that, in the event that belt is guaranteed to have an inventory in the first place though. perhaps I want some belts to be purely aesthetic like the latest X-mas belt for example. Doesn't make sense that it would be a "toolbelt". Perhaps some belts I just want to eliminate entirely as I cannot find a purpose for it. If there is a broad stroke solution like that I will look into it. I wouldn't bank on it being that way though.

Also as a note, you can get 4 slots on a snake belt. And i'm not entirely sure a snakeskin belt will have 4 inventory slots. So your original statement doesn't exactly look true upon further thought.
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
User avatar
JohnCarver
Site Admin
 
Posts: 6826
Joined: Fri Jun 06, 2014 3:02 am

Re: Patch Warnings for Upcoming V2.0.0

Postby LOMS » Sun Jan 10, 2016 7:06 am

JohnCarver wrote:
LOMS wrote:JC, I doubt that you will left less slots in those belts then quantity of artifacts, that we are able to slot in them. So you could do this the hard, but more professional way - instead of deleting, just put all slotted artifacts in new belt's inventory.


I will certainly consider doing that, in the event that belt is guaranteed to have an inventory in the first place though. perhaps I want some belts to be purely aesthetic like the latest X-mas belt for example. Doesn't make sense that it would be a "toolbelt". Perhaps some belts I just want to eliminate entirely as I cannot find a purpose for it. If there is a broad stroke solution like that I will look into it. I wouldn't bank on it being that way though.

Also as a note, you can get 4 slots on a snake belt. And i'm not entirely sure a snakeskin belt will have 4 inventory slots. So your original statement doesn't exactly look true upon further thought.

Well, you can leave the perverts with snakeskin belts overboard, but, as far as I know, it doesn't matter how many item slots will be in belt's inventory. It only measures how many items player can put inside the container, but there are no limitations for you. I remember, when metal chests were nerfed in their size (they lost a column and line), people were able to scroll out of them all items from the "lost" slots.

And, regarding "pure cosmetic" belts. They will not be less cosmetic, if they will have inventory with only 1 slot, while crappy makeshift belt will have 2 slots.
User avatar
LOMS
 
Posts: 568
Joined: Wed Aug 01, 2012 3:09 am
Location: Mordor, Russia

Re: Patch Warnings for Upcoming V2.0.0

Postby JohnCarver » Sun Jan 10, 2016 7:42 am

But what will that ONE slot otherwise hold? We will see, I just don't know for sure that all belts are going to have inventories. For example a powder horn is still a functional belt but doesn't have any inventory slots as it only holds gunpowder. The minute I make the first belt that only holds sugar for example, your method of just dropping all items into the inventory of said belt crashes on restore at which point I'm not going to bother spending countless development hours trying to save the artifices of those too lazy to read this warning message.
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
User avatar
JohnCarver
Site Admin
 
Posts: 6826
Joined: Fri Jun 06, 2014 3:02 am

Re: Patch Warnings for Upcoming V2.0.0

Postby LOMS » Sun Jan 10, 2016 7:58 am

JohnCarver wrote:But what will that ONE slot otherwise hold? We will see, I just don't know for sure that all belts are going to have inventories. For example a powder horn is still a functional belt but doesn't have any inventory slots as it only holds gunpowder. The minute I make the first belt that only holds sugar for example, your method of just dropping all items into the inventory of said belt crashes on restore at which point I'm not going to bother spending countless development hours trying to save the artifices of those too lazy to read this warning message.

Some people are taking their break, some people are went for vacation, and some people aren't enough hardcore to notice every message that you left here, they're not lazy.
You can be professional and have no need to make a warning, or you can be regular coder, put a warning about your inability to make things right and then say "Hey! I warned you!".

Another harmless decision, worthy of a professional - you can unslot all belts and wrap them in a pack with it's own inventory, like gift pack. Name it "Belt overhaul pack" if you like. By doing this, you will save every belt and every artifice your players have in their sheds and on their characters. It's harder and more time consuming, then "simple warning", but in return you will have another professional tool in your arsenal for other clothing overhauls you're planning.
User avatar
LOMS
 
Posts: 568
Joined: Wed Aug 01, 2012 3:09 am
Location: Mordor, Russia

Re: Patch Warnings for Upcoming V2.0.0

Postby TotalyMeow » Sun Jan 10, 2016 8:01 am

You want that much effort put into a few artifacts when we could put the same effort into say, an entire new thing for you to play with instead? It's a small loss for a greater gain, plus you're getting the chance to minimize that loss right now via this warning.
Community Manager for Mortal Moments Inc.

Icon wrote:This isn't Farmville with fighting, its Mortal Kombat with corn.
User avatar
TotalyMeow
 
Posts: 3782
Joined: Thu Jun 05, 2014 8:14 pm

Re: Patch Warnings for Upcoming V2.0.0

Postby LOMS » Sun Jan 10, 2016 8:04 am

TotalyMeow wrote:You want that much effort put into a few artifacts when we could put the same effort into say, an entire new thing for you to play with instead? It's a small loss for a greater gain, plus you're getting the chance to minimize that loss right now via this warning.

I have nothing in MY belts to worry about. I just don't like your approach and throwing into you my opinion about how nice things should be done. And remember, you can keep ignoring your community.
User avatar
LOMS
 
Posts: 568
Joined: Wed Aug 01, 2012 3:09 am
Location: Mordor, Russia

Re: Patch Warnings for Upcoming V2.0.0

Postby JohnCarver » Sun Jan 10, 2016 8:08 am

and where does the pack go if the character is wearing it. If their inventory then what happens when the weight of the total artifice and clothing exceeds their carry capacity and thus destroys itself for that reason? What about artifice that may otherwise not be capable of becoming a bitem again because of timers or other data that may or may not be restored back to a previous form?

I agree with you. There is probably a solution for EVERY edge case. A solution that would come at a tremendous cost, extreme amount of contemplative thought on all possible edge cases to minimize or mitigate every possible loss. You pretend it would be 'professional' but I have never played a game where I didn't just receive a nerf bat to items that were reclassified to do something else, the majority of the time without any warning at all so the players wouldn't stock up on them or sell them off and manipulate economies. In countless other titles the worlds are simply reset and all characters and maps wiped when the development team wants a large enough scope change.

What you consider 'professional' is not even done or considered by AAA multi million dollar gaming companies and MMOs with the budget to do so because it is quite frankly more ignorant than 'professional' to tarnish your code base and create possible loop holes and edge cases to last the duration of your server simply because you are trying to preserve and artifact here or there from some players who are on vacation as you suggest and miss a patch warning.

Further prodding on the subject will only lean me towards giving no warnings on future changes.
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
User avatar
JohnCarver
Site Admin
 
Posts: 6826
Joined: Fri Jun 06, 2014 3:02 am

Re: Patch Warnings for Upcoming V2.0.0

Postby jcwilk » Sun Jan 10, 2016 8:08 am

LOMS wrote:you can keep ignoring your community.


How is it ignoring their community when two of the main people working on the game reply to you right away when you raise concerns?
JohnCarver wrote:This way no matter how bad my day gets, a text message that one of you died to madness always seems to brighten it.
User avatar
jcwilk
 
Posts: 743
Joined: Mon Aug 12, 2013 6:39 am

Re: Patch Warnings for Upcoming V2.0.0

Postby LOMS » Sun Jan 10, 2016 8:15 am

JohnCarver wrote:and where does the pack go if the character is wearing it. If their inventory then what happens when the weight of the total artifice and clothing exceeds their carry capacity and thus destroys itself for that reason? What about artifice that may otherwise not be capable of becoming a bitem again because of timers or other data that may or may not be restored back to a previous form?

I agree with you. There is probably a solution for EVERY edge case. A solution that would come at a tremendous cost, extreme amount of contemplative thought on all possible edge cases to minimize or mitigate every possible loss. You pretend it would be 'professional' but I have never played a game where I didn't just receive a nerf bat to items that were reclassified to do something else, the majority of the time without any warning at all so the players wouldn't stock up on them. In countless other titles the worlds are simply reset and all characters and maps wiped when the development team wants a large enough scope change.

What you consider 'professional' is not even done or considered by AAA multi million dollar gaming companies and MMOs with the budget to do so because it is quite frankly more ignorant than 'professional' to tarnish your code base and create possible loop holes and edge cases to last the duration of your server simply because you are trying to preserve and artifact here or there from some players who are on vacation as you suggest and miss a patch warning.

Further prodding on the subject will only lean me towards giving no warnings on future changes.


You can simply leave that pack on the character itself, let it be a clothing element with an interaction options. Able to wear out, unable to wear on. Don't say you have no clothes that behave so.
A good developer always care about backwards compatibility. I suggest you to care and make it right, because regarding your roadmap you're planning overhaul clothing. And this is not a empty criticism, since I'm offering adequate solutions for the problem (and future problems). You can ignore that, if you like.

Also, about extra time consuming. I do believe, that in my suggestion I've used all mechanics and patterns, that are already implemented in game: unslotting, packs, wearable items with inventories and wearable items with interact options (mostly masks). All you need - spend some time to put them together and make a universal function for refund of any cloth elements with slotted artifacts, voila, another nice thing done and you instantly become better, then "multi million dollar AAA developers". At least for this and similar cases.
User avatar
LOMS
 
Posts: 568
Joined: Wed Aug 01, 2012 3:09 am
Location: Mordor, Russia

Re: Patch Warnings for Upcoming V2.0.0

Postby MaxPlanck » Sun Jan 10, 2016 8:41 am

LOMS wrote:
JohnCarver wrote:and where does the pack go if the character is wearing it. If their inventory then what happens when the weight of the total artifice and clothing exceeds their carry capacity and thus destroys itself for that reason? What about artifice that may otherwise not be capable of becoming a bitem again because of timers or other data that may or may not be restored back to a previous form?

I agree with you. There is probably a solution for EVERY edge case. A solution that would come at a tremendous cost, extreme amount of contemplative thought on all possible edge cases to minimize or mitigate every possible loss. You pretend it would be 'professional' but I have never played a game where I didn't just receive a nerf bat to items that were reclassified to do something else, the majority of the time without any warning at all so the players wouldn't stock up on them. In countless other titles the worlds are simply reset and all characters and maps wiped when the development team wants a large enough scope change.

What you consider 'professional' is not even done or considered by AAA multi million dollar gaming companies and MMOs with the budget to do so because it is quite frankly more ignorant than 'professional' to tarnish your code base and create possible loop holes and edge cases to last the duration of your server simply because you are trying to preserve and artifact here or there from some players who are on vacation as you suggest and miss a patch warning.

Further prodding on the subject will only lean me towards giving no warnings on future changes.


You can simply leave that pack on the character itself, let it be a clothing element with an interaction options. Able to wear out, unable to wear on. Don't say you have no clothes that behave so.
A good developer always care about backwards compatibility. I suggest you to care and make it right, because regarding your roadmap you're planning overhaul clothing. And this is not a empty criticism, since I'm offering adequate solutions for the problem (and future problems). You can ignore that, if you like.

Also, about extra time consuming. I do believe, that in my suggestion I've used all mechanics and patterns, that are already implemented in game: unslotting, packs, wearable items with inventories and wearable items with interact options (mostly masks). All you need - spend some time to put them together and make a universal function for refund of any cloth elements with slotted artifacts, voila, another nice thing done and you instantly become better, then "multi million dollar AAA developers". At least for this and similar cases.


If the devs spend time editing or adding code to do such a thing they would have to waste time making it so all old belts become legacy belts that cannot be worn by the player until that belt is then clicked on and manually turned into the changed belt.
But they could just simply change all belts and not waste time worrying about artifacts, just a few artifacts. Even IF people are on break you first of all have to have good unslotting skill chance and even then you still only would be getting a maximum of one artifact per belt so unless your some King Messiah with a wardrobe full of 4+ slot belts I don't think people will really care about their belts being changed.
User avatar
MaxPlanck
Customer
 
Posts: 992
Joined: Fri May 17, 2013 3:20 pm

PreviousNext

Return to Announcements

Who is online

Users browsing this forum: No registered users and 8 guests