Game Development: Criminally Thanksgiving

Announcements of major changes to Salem.

Re: Game Development: Criminally Thanksgiving

Postby Myrdred » Thu Nov 22, 2012 8:12 am

Thanks for the package it's great.

I have an interesting question: how does corn fit into the 4 bars in the field system? thnx for all the recipes btw

and why for the love of god is a wooden wall better the a stone one?
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Re: Game Development: Criminally Thanksgiving

Postby Dallane » Thu Nov 22, 2012 8:16 am

Myrdred wrote:Thanks for the package it's great.

I have an interesting question: how does corn fit into the 4 bars in the field system? thnx for all the recipes btw

and why for the love of god is a wooden wall better the a stone one?


because the stone is actually a Hedge. the new one is like a actual wood one you see at the different colonial forts
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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: Game Development: Criminally Thanksgiving

Postby Darwoth » Thu Nov 22, 2012 8:27 am

yeah this new criminal system is pretty damn terrible.

1> the clock does not update.

2> now instead of 15 minutes from your last criminal action each individual offense you take adds a "charge" and each of these begin at 15 minutes, as times goes by the "charges" slowly wear off. so trespassing and snooping 3 containers on a claim means you have the debuff on you for an hour now at its default level.

3> at roughly 4 minimaps away the length of time on each charge is reduced to approximately 3 and a half minutes, so dropping the normal amount of scents one would on a wave of a raid will have you walking 20+ minutes away from the spot, still sitting on your ass for an hour+ and then walking 20 minutes back.

all this change did was make it more tedious and annoying to raid, and since the game suffers from the same issues that haven and hearth did (that being that there is nothing in the game valuable enough to be worth raiding to begin with in terms of trouble/time investment raiding targets and risking a character vs the far more lucrative, easy and safe route of producing your own ****) it is a horrible change.

it is also a stealth nerf to raiders in the fact that it is now easier to breach a fort in order to summon/kill someone but takes ***** longer to cart out a few chests of miscellaneous crap.
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Re: Game Development: Criminally Thanksgiving

Postby Procne » Thu Nov 22, 2012 8:29 am

Planted corn on fields with influences 1 plus 2 and 2 plus 3. Will see which ones this baby requires.

But shouldn't there be new skill to plant corn?
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Re: Game Development: Criminally Thanksgiving

Postby staxjax » Thu Nov 22, 2012 8:30 am

Darwoth wrote:it is also a stealth nerf to raiders in the fact that it is now easier to breach a fort in order to summon/kill someone but takes ***** longer to cart out a few chests of miscellaneous crap.


Sounds good to me. But, like jorb said in the OP he needs feedback because he doesnt know how harsh it is for raiders.
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Re: Game Development: Criminally Thanksgiving

Postby Dallane » Thu Nov 22, 2012 8:31 am

Darwoth wrote:yeah this new criminal system is pretty damn terrible.

1> the clock does not update.

2> now instead of 15 minutes from your last criminal action each individual offense you take adds a "charge" and each of these begin at 15 minutes, as times goes by the "charges" slowly wear off. so trespassing and snooping 3 containers on a claim means you have the debuff on you for an hour now at its default level.

3> at roughly 4 minimaps away the length of time on each charge is reduced to approximately 3 and a half minutes, so dropping the normal amount of scents one would on a wave of a raid will have you walking 20+ minutes away from the spot, still sitting on your ass for an hour+ and then walking 20 minutes back.

all this change did was make it more tedious and annoying to raid, and since the game suffers from the same issues that haven and hearth did (that being that there is nothing in the game valuable enough to be worth raiding to begin with in terms of trouble/time investment raiding targets and risking a character vs the far more lucrative, easy and safe route of producing your own ****) it is a horrible change.

it is also a stealth nerf to raiders in the fact that it is now easier to breach a fort in order to summon/kill someone but takes ***** longer to cart out a few chests of miscellaneous crap.


qq griefer scum. go give chief more loot
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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: Game Development: Criminally Thanksgiving

Postby jwhitehorn » Thu Nov 22, 2012 8:39 am

The Tribe will weigh in more heavily on this once we have tested it a bit further. So far we have found that an individual crime comes down in about 5 minutes if you continually run. We are going to do a "Traditional" raid and evaluate the effects. Given our Native upbringings we have found ways to utilize almost everything we raid so the "upside" that Darwoth is continually blinded by is either due to being wasteful in valuating his spoils or just a complete lack of raiding to begin with, i suspect the latter. The Tribe has built hundreds of braziers on stolen Iron, Raised dozens of new braves to 50-70 of each bile on stolen food, and our Hammer & nail, Stocks and Cults, etc. etc. are all in the 150-250 range thanks to the wealth of stolen inspirationals. As far as I'm concerned until somebody has "maxed" out a character(is it even possible) nobody has beaten this game and certainly nobody is "above" the loot that they find.

That being said I felt that raiding in the light needed some adjustment. It was just too easy with not enough risk. Walking into a village that might have taken somebody weeks to build and wiping it almost clean in 2-3 hours was unacceptable. I'm a bit more concerned with Darkness though as the Darkness was the most balanced aspect of this game. Every person I hit in the Darkness represented a REAL risk and infinitely more strategic planning (the way it should be). If I can simply "eat" through a Crime debuff in the darkness then I feel bad for all those players who suffered with reduced humour gains simply to find themselves as easy of targets as those who basked in the light. Just my 2 cents.

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Re: Game Development: Criminally Thanksgiving

Postby MrGemini » Thu Nov 22, 2012 9:02 am

Saving you from yourselves
Declaiming now asks for confirmation, you fat-fingered, trigger happy nabbly-boos.

lol. Thanks guys :D
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Re: Game Development: Criminally Thanksgiving

Postby staxjax » Thu Nov 22, 2012 9:04 am

I dont think you can 'eat' through the crime debuff chief. The way I interpret is, that if you don't let your humours drop below the drain threshold then you will not suffer the constant drain from the crime debuff completely negating your natural regen. We'll find out soon enough though.
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Re: Game Development: Criminally Thanksgiving

Postby darnokpl » Thu Nov 22, 2012 10:13 am

In new recipes in crafting window after hover bucket we have only label "Bucket", no information what is in bucket:/

New criminal debuff looks interesting, walking away while having debuff require from player more work, maybe some preparations before raid (to know best path he should walk away from scent) and is less retarded than standing for 15 minutes under hostile base walls :)

Additional drain from darkness while crime debuff is active is gone :shock: and it is possible to stop standard darkness drain by eating :shock:
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