Game Development: Gunpowder Plot

Announcements of major changes to Salem.

Re: Game Development: Gunpowder Plot

Postby Scilly_guy » Fri Mar 08, 2013 1:17 am

Its easy to kill crickets without a sling, just run and stomp to engage them. I've gilled at least 4 deer, 4 crickets, 2 rabbits and a snake since the update, and didn't use a ranged weapon on any of them. The first deer was actually before I realised they had been changed, I figured something was up as it wouldn't let me walk up to it.

Just to reiterate for Jolar, add right click unload, so weapons can be unequipped without wasting a shot.

Also I don't know if its my aim (quite likely) or differences in height between target and shooter aren't taken into account. I managed to hit the bear (which pis... annoyed it) when it was on the same level as me, but if it was down a slope (not ridge) or up, I missed.
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Re: Game Development: Gunpowder Plot

Postby Seamon » Fri Mar 08, 2013 1:35 am

Well the change makes the game more realistic, but getting silver for new players just got quite harder.

Some notes to this change:
1) The sling shouldn't shoot stone - it's used for building and 3 are enough to build a wall - like how big are those things? ;)
I would suggest pebbles and also a pouch for them (that also solves the issue of having a pouch for 20 stones - which would be more than it is possible to have in inventory).
Pebbles could be collected in rivers, sand or created from stone.

2) Animal tracking - like I can spot a rock/flower/xyz 50m away on the ground, but can't see a deer on the minimap? Could be bound to some skill..

3) Walls will cause problems - ATM u can kill deer with stomp from behind a wall - which is probably not ment to be, but with ranged weapons U can
make a hunting place - cheapo wall and shoot from inside. Which is fine and realistic, but a bear should be able to knock down some basic wall..

4) Deer are imho quite harder as they start with ram atack. Actually they spamm it quite a lot. Shoul be a bit more balanced I guess.

5) Drying frame should be movable. Ideally collapsable, since it's just few sticks tied together..

6) Fibre washable in a bucket.

7) Bow and arrow / crossbow could be an additional weapon earned with big game hunting.
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Re: Game Development: Gunpowder Plot

Postby Mereni » Fri Mar 08, 2013 1:52 am

Seamon wrote:Some notes to this change:
1) The sling shouldn't shoot stone - it's used for building and 3 are enough to build a wall - like how big are those things? ;)
I would suggest pebbles and also a pouch for them (that also solves the issue of having a pouch for 20 stones - which would be more than it is possible to have in inventory).
Pebbles could be collected in rivers, sand or created from stone.


I like the idea of pebbles instead of stone. If they devs are afraid that stone pouches will someone unbalance something by making it easier to store stone, 10 pebbles could be made from a stone and those pebbles put in a bag similar to a seed back.

Seamon wrote:5) Drying frame should be movable. Ideally collapsable, since it's just few sticks tied together..


This has been asked for a lot, like every day. :P

Seamon wrote:6) Fibre washable in a bucket.


You can already do that. Pick up the bucket and click it on the fiber, not the other way around.

Seamon wrote:7) Bow and arrow / crossbow could be an additional weapon earned with big game hunting.


A lot of people have asked for this already as well.
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Re: Game Development: Gunpowder Plot

Postby gadzooks » Fri Mar 08, 2013 3:45 am

My two cents on the update:

Pros:
Animals act more realistic. Adds a challenge to hunting
Need a log? No worries, even if theres a snake underneath he'll run away ;)
Deer hunting easier...just shoot them from behind a fence. Might work with bears as well, not sure as they still scare me to death lol
Less chance of snake poisoning !! :mrgreen:

Cons:
Basically unless you have a gun, you have to always carry a slingshot in addition to any other weapons. One less slot for inventory, not even counting rocks for shooting.
For new players and lower level players...Small Game Hunting is impossible
Whats the point of bullrun anymore? The animals dart away from you so the chance of impact is greatly reduced.
Less snake poisoning :? One of the quickest ways for newbs to learn about KO's is via snake poisoning... plus I strangely enjoy the suspense of lifting that log

Already mentioned by others: harder to raise silver with hides harder to get, better chance of drying rack raids, much harder to get basic meats for cooking.

I agree with trapping suggestions
Maybe also implement a walking speed "Sneak"...allowing you to get close enough to critters to actually use bullrun?

I got KO'd more tonight by critters than I have the entire time I've been playing...granted I was testing out the new mechanics...but its still very frustrating. Especially when I could bullrun rabbits & crickets before and now I'm back to stomp :cry:
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Re: Game Development: Gunpowder Plot

Postby Dallane » Fri Mar 08, 2013 4:10 am

Your post lost all credibility when you said you used bullrush
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Re: Game Development: Gunpowder Plot

Postby JeffGV » Fri Mar 08, 2013 8:13 am

Mh, guess this will be quite devastating for early gaming.
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Re: Game Development: Gunpowder Plot

Postby colesie » Fri Mar 08, 2013 8:14 am

Sadly, firearms is not a skill that comes very early on in a new player's gaming experience.
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Re: Game Development: Gunpowder Plot

Postby Wournos » Fri Mar 08, 2013 10:39 am

Well, if the devs added that auction house or some other form of easy trading (for all, not just stall owners) then the issue of making silver as a newcomer wouldn't be such an issue.

As for the removal of alts comment earlier in the thread: Not unless a banker is introduced to the game, where characters can deposit their money. Everyone talks about the realism of this game. Not having a bank and a banker anyone can access (with or without stalls) is just silly. I for one would be seriously pissed off if the devs decided to ban alts without warning. It has taken me quite a while to collect the small fortune I have stored on an alt.

Oh and add that pouch for stones. Using slings right now is just annoying.
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Re: Game Development: Gunpowder Plot

Postby Droj » Fri Mar 08, 2013 11:32 am

colesie wrote:Sadly, firearms is not a skill that comes very early on in a new player's gaming experience.


Firearms in order to craft and use a sling? Loloolol
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Re: Game Development: Gunpowder Plot

Postby Sarge » Fri Mar 08, 2013 11:45 am

travhill20 wrote:So animals auto run away... yay chasing after them and wasting time is fun

Please fix this for us noobs? Maybe bunnies and crickets is changed back to how they were before? Trying to kill 11 crickets has become pretty unpleasant.
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