Game Development: Gunpowder Plot

Announcements of major changes to Salem.

Re: Game Development: Gunpowder Plot

Postby Spazzmaticus » Thu Mar 07, 2013 3:22 pm

Love the new guns! Can't wait for flintlock pistols and other tweaks.
Personally I wouldn't mind a Whispering Snake Skull nerf. If you knock it down to 15/10 it's still hands down the best artifice in the game. Add Concussive or Blunt modifier to gunshots and it might add a bit of much needed artifice diversity to combat slotting.
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Re: Game Development: Gunpowder Plot

Postby tweenprinc3ss » Thu Mar 07, 2013 5:38 pm

All this whining about the animals being tougher to kill. I think its great! How many rabbits have u ever seen stick around to fight like a man? Rabbits RUN, its what they do. Most animals try and flee at the first sign of trouble.

Also, want to see some firearm related artifice now!
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Re: Game Development: Gunpowder Plot

Postby Apsilon62 » Thu Mar 07, 2013 5:40 pm

jsmith wrote:Here is some feedback for U. The ANIMALS UPDATE SUCKSSSSSS. Crickets r impossible to hunt now. This is why HUMANS make TRAPS !!!!! Either give us trapping ability or change the animals back.

use a sling shot.
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Re: Game Development: Gunpowder Plot

Postby Kiturien » Thu Mar 07, 2013 5:44 pm

I would just like to add that frogs do not seem to flee from you.

So in summary:
' ALL wildlife requiring you to kill it will flee from you
' argopelters have gotten a ~3x buff to their hp
' guns buffed - each shot is valued around 13s
' slingshots = cheap alternative; negligible damage, but "required" to tag mobs forcing them to attack you

It would seem a mighty weak update to me. If you want more challenging wildlife, let the meek creatures flee and the strong attack people. Snakes and bears fleeing is hardly in the interest of making things MORE challenging. It's clever though, I will grant you that. This forces players to use the new ranged combat resulting in more widespread actual testing.
A few workarounds to ranged combat have been found tho:
' building enclosures to trap creatures in (logs, fences, ...)
' stomp has a relatively decent succeschance when used near the fleeing creature
' bullrun has a relatively less decent succeschance when aimed at the mobs

Lots of good suggestions to improve while keeping the slightly more realistic scenario of creatures fleeing have been posted.
Personally I would prefer a relatively cheap method of oneshotting the mobs as opposed to the current situation (inventory or silver heavy).
It would be perfectly realistic if this was implemented, BUT had skill or humour dependency (relative to accuracy and such). This would make the permadeath feature more sad and allow trained hunters to have an easier time hunting (seems fair to me). Humans love striving for lazy.

Overall, I is sad and QQ :(
As for tweenprinc3ss, how many rabbits and crickets have you ever hit with a slingshot? nevermind subsequently having them survive and THEN charge at you with full fury rather than fleeing further...
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Re: Game Development: Gunpowder Plot

Postby Wournos » Thu Mar 07, 2013 6:10 pm

Hans_Lemurson wrote:9/10 rabbits dodge Bullruns from my testing. Getting close enough to stomp and start combat before they run out of range is a bit finnicky.

What exactly is the skill "small game hunting" for if you can't actually hunt small game? It comes much before any ability to defeat crickets, and now you can't even catch them.

New players will have a hard time indeed as now the ONLY source of silver available to them is Savage Charms.

There's always dried snake skin in tree stumps (if you're lucky). But still, this animal update is not good from a newcomer standpoint.
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Re: Game Development: Gunpowder Plot

Postby colesie » Thu Mar 07, 2013 6:12 pm

Myrdred wrote:thnx devs I think I'll have to steal coles or dallans avatar as the general buthurt you create is

Take your pick http://imgur.com/a/szgz6

jsmith wrote:Here is some feedback for U. The ANIMALS UPDATE SUCKSSSSSS. Crickets r impossible to hunt now. This is why HUMANS make TRAPS !!!!! Either give us trapping ability or change the animals back.

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Re: Game Development: Gunpowder Plot

Postby Jaunt » Thu Mar 07, 2013 6:33 pm

New brilliant idea to solve all the noobie hunting woes: Boomerangs. C'mon Jorb, make it happen.
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Re: Game Development: Gunpowder Plot

Postby trinh » Thu Mar 07, 2013 7:21 pm

Hunt animals smart...

0.6 dmg @ 25 yellow bile with slingshot. Jorbtar it's not about tears, its about sense of gameplay xD

this:
http://media.moddb.com/images/articles/ ... tlight.jpg

+ make it able to set as a trap for raiders in mines and hovels (time/dmg/death)

skill looking for traps
setting traps
to make like 10 iron bars, hangable on walls

go for it, code, bring something noice
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Re: Game Development: Gunpowder Plot

Postby Potjeh » Thu Mar 07, 2013 7:22 pm

I think crossbows would be a nice and historically accurate middle ground between slings and muskets.
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Re: Game Development: Gunpowder Plot

Postby Wournos » Thu Mar 07, 2013 7:31 pm

I just bumped into a beaver. It fled but I followed it and landed a stomp and uppercut. It was enough to kill it. So if this is anything to judge by I will not be (too) affected. I'm still concerned about the newcomers.

Edit: make that 2 beavers (one danced giving me a fight).
And for the record, my humour are in the 40s.
Last edited by Wournos on Thu Mar 07, 2013 7:37 pm, edited 1 time in total.
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