jorb wrote: I always think of the player as taking a shit when he stands in one spot, plowing uselessly, only to eat more.
Where is flame when you need him?
jorb wrote: I always think of the player as taking a shit when he stands in one spot, plowing uselessly, only to eat more.
Kaios wrote:I was thinking about the spawning issue while reading the forum the other day and a possible solution might be to give a "free pass" to the very first character created from that account or computer (email address/ip address/mac address?) but then again unless you guys were to take a harder stance on multiple accounts as well this solution would be somewhat pointless as a person could simply create more than one account and spawn a character from each. However, creating multiple accounts and only getting one character out of it is obviously more difficult than creating one account and spawning several so maybe this is a somewhat reasonable solution.
Another might be to create static spawn areas, not so small that players are spawning directly on top of each other of course but perhaps for example a supergrid sized spawn zone in the center of the world which if I recall correctly is a method that has in fact been utilized in the past already. Could maybe add other spawn locations at north, east, south and west grids.
I can't really think of much else at the moment.
Tacheron wrote:Lol, I see we were on the same page and at the same timeBut yeah, alts that are active at the same time DO come from different accounts, you can't have 2 characters active at the same time from the same account iirc.
jorb wrote:Consumption rate is a major challenge. On the one hand you can create a situation where players are essentially locked out of fun gameplay mechanics while waiting for timers or whatever, and on the other you can create extremely stressful setups where you basically cannot take any sort of break from the game -- i.e. the situation you describe where you can eat without any sort of impediments -- without falling behind in the rat race.
Potjeh wrote:The obvious fix here is removing the rat race, which you are already doing with delta capping. Just extend it to all character stats rather than just UA/MC and there's no longer any need to control the consumption rates.
Xcom wrote:Most good things last only a short time
jorb wrote:Sevenless wrote:Since we're talking about salem mechanics, here's one I've seen warriors praising that gave crafters huge headaches: The ability to consume food without any form of effort or time input. It caused a lot of supply issues due to a single warrior being able to clean every cupboard in town in a single sitting. The consumption being that fast made it hard to ensure food was shared without headaches, and made the effort of crafting it feel devalued since it disappeared nigh on instantly.
Consumption rate is a major challenge. On the one hand you can create a situation where players are essentially locked out of fun gameplay mechanics while waiting for timers or whatever, and on the other you can create extremely stressful setups where you basically cannot take any sort of break from the game -- i.e. the situation you describe where you can eat without any sort of impediments -- without falling behind in the rat race. Various iterations of Salem have at times suffered from both those problems, and Haven presently suffers from the very ugly plow-to-eat-more "mechanic". I always think of the player as taking a shit when he stands in one spot, plowing uselessly, only to eat more.
Basically I want the game to have a pulse related to real world time -- so that you can take breaks -- without ever really locking players out entirely from gameplay -- so that you yourself can decide how much you want to play. I think we have managed to implement at least some fresh takes on these issues.
More on the 21st.
jorb wrote:we are rather considering extending support for actually caching maps that you character has seen.
simimi wrote:What about a litle food bag you keep with you and eat along the day : like the curiosity study but for food ?
No gloutonery, no plowing, no useless waiting.
Could use the same box as the curio and put curios and/or food, you could then choose to improve LP or stats.
Users browsing this forum: Claude [Bot] and 3 guests