Game Development: Rooting thy Native Oak

Announcements of major changes to Salem.

Re: Game Development: Rooting thy Native Oak

Postby Zamte » Sun Dec 02, 2012 7:55 pm

daopa wrote:So you are talking about a TOTALY Different issue here ..

What is the issue your reffering to? Are Players actively going around and setting up multiple claims all over the place to grief / cause issues?


It fixes two issues very well. Inactive claims and unreasonable claims. Both of which limit the world for other players.

If you've got inactive players, they won't be able to cover their tax at all, and their claims will disappear. On the other hand, players with huge claims will have to devote more time or money to keeping them. This will prompt the ones who can't afford it to reduce the size of their claim, allowing more room for other players.

It takes, with this formula, a claim of 170x170 to pass into three digit taxes. A claim up to 103x103 can be had for the price of a single cricket team made and sold to the NPC stall each day. The cost is by no means prohibitive, even for people with a few claims. I've got two, and it's going to cost me about 15 silver a day to maintain them. I can cover the cost of almost three days in fifteen minutes of wandering around stabbing crickets.
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Re: Game Development: Rooting thy Native Oak

Postby fox » Sun Dec 02, 2012 8:04 pm

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Update's icon :mrgreen:
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Re: Game Development: Rooting thy Native Oak

Postby colesie » Sun Dec 02, 2012 8:16 pm

fox wrote:Image
Update's icon :mrgreen:

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Re: Game Development: Rooting thy Native Oak

Postby Slayblaze » Sun Dec 02, 2012 9:06 pm

Zamte wrote:they won't be able to cover their tax at all, and their claims will disappear.

But they don't disappear, the stone just becomes destroyable. The land still remains claimed and for newer players they probably won't have the strength to remove a largish claim, what with the drain and all. On the other hand it won't be that difficult really and might give newer players another incentive to get stronger quicker.
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Re: Game Development: Rooting thy Native Oak

Postby Ass_Kraken » Sun Dec 02, 2012 9:11 pm

Claim infleunce would be gone, hence no black-bile drain on 0 silver claims.
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Re: Game Development: Rooting thy Native Oak

Postby Zamte » Sun Dec 02, 2012 10:08 pm

Slayblaze wrote:
Zamte wrote:they won't be able to cover their tax at all, and their claims will disappear.

But they don't disappear, the stone just becomes destroyable. The land still remains claimed and for newer players they probably won't have the strength to remove a largish claim, what with the drain and all. On the other hand it won't be that difficult really and might give newer players another incentive to get stronger quicker.


Right. Like a village claim when it runs out of silver. It won't count as a crime to destroy the stone, and I don't see a soak value listed for them on the wiki. Walls could pose a problem of course.

I think it's more important though that claims over natural resources and other things that aren't usually walled go down. If the claim is inactive then it's effectively not there in those cases.
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Re: Game Development: Rooting thy Native Oak

Postby FunForLife » Sun Dec 02, 2012 10:18 pm

Ass_Kraken wrote:Claim infleunce would be gone, hence no black-bile drain on 0 silver claims.


Nice, so you only have to wait a while and then enter all these claimed mines of the purity grinder. So everybody gets Ironpurity for free! Just build some piles, port that iron and build your own rod in each direction! Well done guys! :twisted:
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Re: Game Development: Rooting thy Native Oak

Postby Shiala » Sun Dec 02, 2012 11:23 pm

Zamte wrote:
Slayblaze wrote:
Right. Like a village claim when it runs out of silver. It won't count as a crime to destroy the stone, and I don't see a soak value listed for them on the wiki. Walls could pose a problem of course.

I think it's more important though that claims over natural resources and other things that aren't usually walled go down. If the claim is inactive then it's effectively not there in those cases.


Walls won't be too much of a problem as long as you have some patience. Without an active claim, they'll be susceptible to decay. All you have to do is wait for a hole.
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Re: Game Development: Rooting thy Native Oak

Postby Droj » Mon Dec 03, 2012 12:30 am

Sevenless wrote:Hmmm, now that purity mines are going to start declaiming around the world, I think it's time for the mining system to get revamped.


I second this. All that time spent prospecting, building better mines is now going to be given up to anyone whom stumbles across it.
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Re: Game Development: Rooting thy Native Oak

Postby darnokpl » Mon Dec 03, 2012 1:13 am

Droj wrote:
Sevenless wrote:Hmmm, now that purity mines are going to start declaiming around the world, I think it's time for the mining system to get revamped.


I second this. All that time spent prospecting, building better mines is now going to be given up to anyone whom stumbles across it.


That + prospecting is mega boring right now.

Imho better would be go deeper into mines, but further from entrance more humors should be needed (darkness like system) to avoid miles of tunnels and make chain of industries. Mining industry push other chains, but depends on farms (miners with better stats gets better iron purity).

Some methane should also occur while digging rocks (not nodes), at random, and character in range of methane cloud should lose humors, KO and die :)
Only way to get mine clear would be to burn it, but it will cause explosion and should destroy all exposed nodes, just to people start to calculate are we going for better purity, but we may lose current node or we get all we can reach now and go further little later.
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