Just to much....CRAFTING!

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Re: Just to much....CRAFTING!

Postby jorb » Mon Feb 18, 2013 9:57 pm

Dallane wrote:plz don't post your thoughts of the matter. the devs already said they don't care


wtf is your problem?
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Re: Just to much....CRAFTING!

Postby Yes » Mon Feb 18, 2013 9:58 pm

Dallane wrote:plz don't post your thoughts of the matter. the devs already said they don't care

Sometimes people talk to non-devs.
(a person who plays online games since the 1980s about salem) laywn wrote:I have never seen anything so down right dirty!
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Re: Just to much....CRAFTING!

Postby jwhitehorn » Mon Feb 18, 2013 9:59 pm

jorb wrote:
wtf is your problem?


He has always been like that Great Spirit. Forgive him for he knows not what he does. As a "lesser squatter" the Tribe thinks of him much like we would think of a clown. His actions are meant only to amuse (most of the time just himself) and cannot ever be taken seriously.

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Re: Just to much....CRAFTING!

Postby Dallane » Mon Feb 18, 2013 10:02 pm

jorb wrote:
Dallane wrote:plz don't post your thoughts of the matter. the devs already said they don't care


wtf is your problem?


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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: Just to much....CRAFTING!

Postby Tylan » Mon Feb 18, 2013 10:12 pm

jorb wrote:I recognize that the quality in Haven makes crafting more rewarding long term, but the argument that purity couldn't fill a similar function here is obviously erroneous, as the numbers boil down to a simple matter of scale. If purity 100, for example, were the equivalent of Q5k or even Q10k in Haven -- and correspondingly hard to achieve -- the problem of eventually maxing out obviously disappears, as those levels for all intents and purposes are practically unachievable in Haven as well.

The present farming purity is broken, quite simply, and should not be considered indicative of how the system will eventually come to play out.

As for the item types and their relations -- the nuts and bolts of actual crafting, if you will -- I would argue that Salem is in many ways superior to Haven.


Don't let those who try to fight progress and advancement make you question what is obviously an enjoyable game. It's just different. Let the nay-sayers have their Rousseauian ideologies, continue refining the system, and buckle down for the endless stream of tears about the good ole' days.
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Re: Just to much....CRAFTING!

Postby Mereni » Mon Feb 18, 2013 10:41 pm

jorb wrote:If purity 100, for example, were the equivalent of Q5k or even Q10k in Haven -- and correspondingly hard to achieve -- the problem of eventually maxing out obviously disappears, as those levels for all intents and purposes are practically unachievable in Haven as well.

The present farming purity is broken, quite simply, and should not be considered indicative of how the system will eventually come to play out.


I didn't know this, and I'm glad to hear it. It would make farming more interesting. Will the multiplier increase if high quality is going to be almost impossible later? Will we get more foods like the Cabbage Cake that provide one humor pretty reliably even with low quality ingredients? I hope so.
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Re: Just to much....CRAFTING!

Postby M_So » Tue Feb 19, 2013 4:26 am

JeffGV wrote:Imho, we've got two problems here. The first is that the industries are still to be finalized, so there is a lack of content.
The second is given by the availablity of the resources. There are no rare resources (like silver/gold in H&H) and so everyone can craft everything for himself, given the necessary skills. That means that no one really needs to craft for other people, thus severely limiting commerce.

I kind of agree with this, we need more rare items then just snake skulls... We needs pearls, silver and gold mines. I hope the next update will offer something like this with the new creatures. ( also cheese I miss my midnight blue cheese. :( )
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Re: Just to much....CRAFTING!

Postby Dallane » Tue Feb 19, 2013 4:43 am

The food crafting also needs a massive overhaul. Cabbage shouldn't be the god tier food it is atm.
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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: Just to much....CRAFTING!

Postby Potjeh » Tue Feb 19, 2013 7:31 am

Undeveloped purity is the main reason why Salem's crafting is inferior to Haven's. In Haven *everything* is interconnected in the quality grind, while in Salem most things don't even have purity or just ignore the purity of their ingredients. A secondary problem with Salem is doing anything to do with trees, because bloody things take aeons to chop down and process, which makes crafting with lumber too slow to be fun. If you're concerned about clearcutting, just introduce tool wear or something.

Anyway, back to purity vs quality. I'd argue that in Haven the fun part never was getting ever higher numbers, because pushing crop q was always the most boring part. Pushing metal q always felt the most fun, because it was all about assembling highly limited resources and optimizing their use. Troll bone kilns, cast iron spiralling, coal made out of a tree planted with the best 4 pieces of soil you can get, etc. I think an analogous system can be introduced in Salem while retaining the purity hard cap. It's simply a matter of moving the focus from purifying infrastructure to purifying individual final products. Ie if you get a high purity smelter and anvil you shouldn't be able to spam good purity swords. You should instead have to invest lots of purifying materials throughout the smelting and smithing process. Infrastructure purity should still be relevant, of course, but I think it'd be best if it just softcapped purity of final products rather than augmenting it.

As for those purifying agents I mentioned, they're the analogue for haven's q spots. I'd rather not see invisible q spots come back, because they always felt pretty lame to me. Instead it should be about biomes, ie these materials might be some kind of forage that spawns in specific biomes, both major (grass, forest, etc.) and minor (beach, mudflat, etc.). Making different biomes more suitable for pushing different purities would go a long way towards promoting trade and making different parts of the world feel different.
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Re: Just to much....CRAFTING!

Postby TeckXKnight » Tue Feb 19, 2013 8:23 am

Moving derailing posts to Hinnom and all posts related to them.
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