Game Development: Criminally Thanksgiving

Announcements of major changes to Salem.

Re: Game Development: Criminally Thanksgiving

Postby Droj » Thu Nov 22, 2012 10:19 am

jorb wrote:We've been developing, and here's what's new.

New Wall Type.
Fangorn burns tonight. Build me a Plank Fence worthy of Mordor.



9 hours 58 mins to go! :D
***** the Treaty!
loftar wrote:I not like, you not get
User avatar
Droj
 
Posts: 1192
Joined: Wed Aug 01, 2012 1:23 am
Location: England

Re: Game Development: Criminally Thanksgiving

Postby darnokpl » Thu Nov 22, 2012 10:25 am

Droj wrote:
jorb wrote:We've been developing, and here's what's new.

New Wall Type.
Fangorn burns tonight. Build me a Plank Fence worthy of Mordor.



9 hours 58 mins to go! :D


It is only fraction of time that you need to spend to build it :D
Image
User avatar
darnokpl
 
Posts: 2019
Joined: Thu Aug 02, 2012 12:10 am

Re: Game Development: Criminally Thanksgiving

Postby Droj » Thu Nov 22, 2012 10:29 am

darnokpl wrote:
Droj wrote:
jorb wrote:We've been developing, and here's what's new.

New Wall Type.
Fangorn burns tonight. Build me a Plank Fence worthy of Mordor.



9 hours 58 mins to go! :D


It is only fraction of time that you need to spend to build it :D


I know! just placed down a construction, planed, oiled and dry boards wth LOL ¦]
***** the Treaty!
loftar wrote:I not like, you not get
User avatar
Droj
 
Posts: 1192
Joined: Wed Aug 01, 2012 1:23 am
Location: England

Re: Game Development: Criminally Thanksgiving

Postby _Gunnar » Thu Nov 22, 2012 11:53 am

This update is awesome :)

Does anyone know the soak of the plank walls yet?
ImageImageImage
Darwoth wrote:tradewinds is gunnar
Brego wrote:***** STUPID GUNNAR!

great minds
User avatar
_Gunnar
 
Posts: 520
Joined: Wed Aug 01, 2012 9:21 pm

Re: Game Development: Criminally Thanksgiving

Postby EnderWiggin » Thu Nov 22, 2012 11:58 am

Anyone figured what you can put into new equipment slot? This one:
Image
User avatar
EnderWiggin
 
Posts: 339
Joined: Wed Aug 01, 2012 9:12 am
Location: Ukraine

Re: Game Development: Criminally Thanksgiving

Postby Gauteamus » Thu Nov 22, 2012 12:04 pm

From looking at the Thanksgiving equipment pack on the shop, I would guess it is a necklace/scarf slot.
Gauteamus
 
Posts: 36
Joined: Fri Aug 10, 2012 12:58 pm

Re: Game Development: Criminally Thanksgiving

Postby Potjeh » Thu Nov 22, 2012 12:27 pm

I think it's kinda weird that the popcorn recipe uses any corn.

Also, did you fix the tanning bug? I felt the leather to brain ratio was just perfect with it :(

Anyway, I think the crime change is good. But maybe in darkness you should've reduced the crime debuff duration? Pushing up the light levels on your settlement should be desirable, IMO.
Potjeh
 
Posts: 2485
Joined: Wed Aug 01, 2012 12:26 pm

Re: Game Development: Criminally Thanksgiving

Postby Darwoth » Thu Nov 22, 2012 12:39 pm

37 charges of crime debuff, took 43 minutes to wear off after walking in a straight line directly north for over a supergrid. once i was that far away it was under a minute per charge, but getting that far is what ate up all the time.

issues......

1> since every item you open or use on a claim leaves a trespassing scent instead of just the initial trespass under the new system you get far more "charges" than you should.

2> there was barely anything worth raiding in the game before under the old system (for a semi developed character), since you have effectively quadrupled the time it takes to raid there is now absolutely nothing worth the effort. this is magnified ten fold when factoring in the fact that 19 of 20 spots you raid will be filled with low end trash.

3> this makes it impossible to attack a location defended by even one semi afk person, since the attackers will have to walk 3 states over to expire their criminal tags the resident simply emerges and fixes whatever they damaged.



maybe if there were horses etc implemented and those horses moved along 3 - 4x greater than normal movement it would be less of an issue, but as it stands simply walking far enough away from snooping a few boxes and lifting a couple items now takes three times as long as it did before and that is not factoring in the time to go back.

the atrophy rate on the charges needs to be increased drastically, trespassing needs to only give a scent on the initial breaching of the persons property, masks or something should be implemented to increase atrophy rate and a return to the old system (which was more than ample enough, even moreso now with new walls) would be the best course of action to take.
Image
User avatar
Darwoth
 
Posts: 8035
Joined: Sun Aug 12, 2012 5:11 pm
Location: Everywhere

Re: Game Development: Criminally Thanksgiving

Postby Potjeh » Thu Nov 22, 2012 12:45 pm

I think they just need to adjust the base values for different crimes. So trespassing should be negligible, theft should be managable, and vandalism should take bloody ages to wear off. Completely destroying a base should take a lot of effort.

Hm, what if vandalism charged up time while it was being performed, so the crime debuff duration would be proportionate to the hitpoints of structures destroyed?
Potjeh
 
Posts: 2485
Joined: Wed Aug 01, 2012 12:26 pm

Re: Game Development: Criminally Thanksgiving

Postby staxjax » Thu Nov 22, 2012 12:47 pm

So basically, you are saying that it takes you 4x as long to raid a base solo than it normally would? Sounds like a good change to me. Hardcore raiding with only 1 or two people should be nearly impossible, as far as I am concerned.
Of all the things I've lost, I miss my mind the most - Ozzy Osbourne

Confirmed retards: Nimmeth, Claeyt, MycroSparks
User avatar
staxjax
 
Posts: 2845
Joined: Wed Aug 01, 2012 1:29 am

PreviousNext

Return to Announcements

Who is online

Users browsing this forum: No registered users and 11 guests