Wilderness update woes...

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Wilderness update woes...

Postby tweenprinc3ss » Thu Apr 11, 2013 7:20 pm

So, it was not many patches ago that the dev's, in a rare instance of sharing, informed us that they were working hard on the wilderness aspects of Salem. Insert the Argopelters. I was very excited that this was going to be the beginning of a slew of wilderness additions, but alas, this was really the only thing added to the wilderness. After their arrival, patches seemed to quickly divert to the alchemy system and many other things. Was this really the entirety of the wilderness additions that we can expect??? When can we expect more aspects of the wilderness to be added? More mundane animals, more plants herbs fruits and trees? More to do in the darkness???
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Re: Wilderness update woes...

Postby RainbowMoostache » Thu Apr 11, 2013 7:35 pm

They better be adding Timberwolves soon.

I'll have so much fun with searching for those.
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Re: Wilderness update woes...

Postby staxjax » Thu Apr 11, 2013 9:00 pm

Agropelters were the final addition to the PvE aspect of the game. What else were you expecting?
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Re: Wilderness update woes...

Postby colesie » Thu Apr 11, 2013 9:03 pm

Yeah, and Argopelters are bugged to all hell
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Re: Wilderness update woes...

Postby Tylan » Thu Apr 11, 2013 9:32 pm

tweenprinc3ss wrote:So, it was not many patches ago that the dev's, in a rare instance of sharing, informed us that they were working hard on the wilderness aspects of Salem. Insert the Argopelters. I was very excited that this was going to be the beginning of a slew of wilderness additions, but alas, this was really the only thing added to the wilderness. After their arrival, patches seemed to quickly divert to the alchemy system and many other things. Was this really the entirety of the wilderness additions that we can expect??? When can we expect more aspects of the wilderness to be added? More mundane animals, more plants herbs fruits and trees? More to do in the darkness???


We're getting weekly updates. Since the claim about wilderness updates terrain has been updated, purity nodes implemented, well nodes made, churches and their magical darkness chasing powers. All things considered, I'm not disappointed. Each thing they implement needs to be tested, regardless of how much we'd like to test it. Everything is also still unfinished. Raiding is broken, agriculture is unfinished, production up to high purity agriculture is broken, skill values/abilities is unfinished, and on.

I would love a rare necklace made of squonk tears, an argo beak, and three Hide-Behind fingers that grants my character a special emote. And one day we'll be able to have nice things. Until then, though, I'm happy to test what I can to try and make the core of the game as functional as possible.
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Re: Wilderness update woes...

Postby MagicManICT » Fri Apr 12, 2013 6:11 am

staxjax wrote:Agropelters were the final addition to the PvE aspect of the game. What else were you expecting?


Hidebehinds and lookie-loos?
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Re: Wilderness update woes...

Postby Vigilance » Fri Apr 12, 2013 6:14 am

What? Actual content that matches what the games supposed to have?

No.

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Re: Wilderness update woes...

Postby Potjeh » Fri Apr 12, 2013 9:38 am

Recently there was a thread where everyone was saying how Haven's crafting is much better than Salem's, Jorb asked why and the consensus was that it's because Haven has a developed quality system. I guess that might have rearranged their priorities.
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Re: Wilderness update woes...

Postby ysbryd » Fri Apr 12, 2013 10:13 am

And I guess a 'developed' quality system has to start somewhere...
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