Game Development: Criminally Thanksgiving

Announcements of major changes to Salem.

Re: Game Development: Criminally Thanksgiving

Postby Droj » Thu Nov 22, 2012 11:05 pm

Dallane wrote:
Darwoth wrote:upon further consideration this change is a gamebreaker for me in its current format, myself and my guild have always done more with less. this changes the mechanics so that isn't feasible with any degree of reason (ie making a bunch of alts)

taking into account black bile drain while tearing down gates and then brazier fire on top of that you will need to be in a group to breach even a poorly constructed ***** with a couple of braziers to steal someones rabbit meat and 3 nails, now that you have to wait several times longer to regenerate your stats it quickly becomes not worth the time/effort to raid unless in a group.

as if the larger groups did not already have a myriad of advantages, now with this single change you have forced everyone to be pigeonholed into a group of garbageplayers if they want to do anything other than plant corn fields and model new shirt graphics. hopefully this is tweaked considerably or done away with entirely as i did not want to play darkfall 2 next month.


why don't you give actual feed back then with screens and real numbers instead of ***** and moaning about being 1337. jorb said in the OP he wanted feedback to see if this was 2 harsh.

Just because you can't level out a place now doesn't mean this is broken. stax and mushi cleared a place out and the buff was more then enough to get rid of in a decent amount of time. We shouldn't be able to burn down a place solo or duo with such ease and not have the chance for someone to run us down on a buff. All this chief horse **** isn't going to go down as easy and he won't be able to collect 100s of turkey feathers to up the loot count into the 1000s.


Amen.
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Re: Game Development: Criminally Thanksgiving

Postby Mahkia » Thu Nov 22, 2012 11:12 pm

Sevenless wrote: Having images of the clothes in game in the store. Better for sales perhaps? Or is it better to leave it a mystery to encourage people? Not sure honestly. Would be interesting to release two packs of similar nature (both outfits for example), one with screenies of it, one without. See which sells better.


I've been hoping for this and have mentioned it a few times, so I'm glad to see you mentioning it as well. I don't think leaving it a mystery is better at all, honestly, because people like to know what they're spending money on.
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Re: Game Development: Criminally Thanksgiving

Postby Darwoth » Thu Nov 22, 2012 11:15 pm

i did give feedback with numbers, i am real sorry if i did not count each individual tile.

it was already a several hour time investment to raid a remotely defended place solo or duo, this change has done nothing but make everything easier for the zerg groups and harder for the small ones that had it hard enough already.

if i wanted to play a zerger based game i would choose from one of the multiple titles that boast a hundred thousand+ players, i came here for a sandbox open world pvp experience, and instead am being ***** by kneejerk reaction bandaid game mechanics.
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Re: Game Development: Criminally Thanksgiving

Postby Dallane » Thu Nov 22, 2012 11:24 pm

Darwoth wrote:i did give feedback with numbers, i am real sorry if i did not count each individual tile.

it was already a several hour time investment to raid a remotely defended place solo or duo, this change has done nothing but make everything easier for the zerg groups and harder for the small ones that had it hard enough already.

if i wanted to play a zerger based game i would choose from one of the multiple titles that boast a hundred thousand+ players, i came here for a sandbox open world pvp experience, and instead am being ***** by kneejerk reaction bandaid game mechanics.


wtf are you talking about? you don't need a ton of people to raid a place. you don't have to break everything on a claim to call the raid a success.

this game has always promoted community and group play you shouldn't be surprised. now you have to take the goods and get out b4 someone notices or walks by instead of xfering loot and waiting a debuff on the boarder of a claim.
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Re: Game Development: Criminally Thanksgiving

Postby Darwoth » Thu Nov 22, 2012 11:49 pm

looting is what takes longer, not destroying ****.

in fact future raids of mine would consist mostly of smashing **** instead of looting or even looking at it precisely because of this.


and your scenario about "getting out with the goods" reveals a larger issue, which is that there are no "goods" currently in game that a full inventory or two of is worth the effort it took to raid and get them because it is far more efficient to make your own.

for example why travel an hour to a target and then spend another 3 getting into and looting said target for what will 90% of the time amount to a few bars of metal if your lucky when you can instead spend 10 minutes loading smelters within the safety of your walls and crank out a dozen after 40 minutes.

this change makes raiding a pointless waste of time (it already was borderline there to anyone that had been playing a while) and makes it so that the only form of player conflict that now matters at all is character kills.
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Re: Game Development: Criminally Thanksgiving

Postby Dallane » Thu Nov 22, 2012 11:58 pm

Darwoth wrote:tears


If you are spending that long looting 3 bars then you are a bigger noob then you look. I see the value you put on things after getting raped by the chief. go back to playing with retards like coonman, seems thats the only way people will know who you are. meanwhile i'll be enjoying my lootan
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Re: Game Development: Criminally Thanksgiving

Postby Procne » Thu Nov 22, 2012 11:59 pm

Uhm I think something ate my post.

I was thinking - wouldn't it be better, if braziers / torches applied some charges? At the cost of reduced penalty/length of charges
Currently it seems to me that biggest problem for raiders are those charges, and it doesn't seem to matter much if they raid well protected village or some noob camp.
I don't raid so these are empty words, but what do raiders think?
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Re: Game Development: Criminally Thanksgiving

Postby Dallane » Fri Nov 23, 2012 12:03 am

Procne wrote:Uhm I think something ate my post.

I was thinking - wouldn't it be better, if braziers / torches applied some charges? At the cost of reduced penalty/length of charges
Currently it seems to me that biggest problem for raiders are those charges, and it doesn't seem to matter much if they raid well protected village or some noob camp.
I don't raid so these are empty words, but what do raiders think?


no that would be terrible.

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layers of this would make the raiding aspect unplayable
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Re: Game Development: Criminally Thanksgiving

Postby Darwoth » Fri Nov 23, 2012 12:13 am

Dallane wrote:glurp glurp slurp slurp derp de derp. i have no counter to anything you said so here is some nonsensical drivel instead


sounds about right.
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Re: Game Development: Criminally Thanksgiving

Postby Procne » Fri Nov 23, 2012 12:14 am

Even with proper balancing? Charges from braziers would of course suffer from diminishing returns, just like BB damage. I don't mean to put the same amount of charges on each brazier shot as on stealing an item. Maybe halving charges from stealing and adding 10% of it to braziers. Numbers can always be balanced.
The point is to have braziers contribute to charges, even if only a little, and to have some bigger difference between unprotected noob camp and walled / brazier-ed claim. Cause, from what I understand, criminal acts themselves apply bigger penalties and are more problematic than defenses themselves. Or am I wrong here?
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