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A way to fail any action you want Messages in this topic - RSS

Harlocke
Harlocke
Posts: 506

5/12/2016
My stats are in the 100-200 range now and I automatically succeed on a lot of actions, even with stat lowering gear. Sometimes I want to fail in order to read the failure text in a story, particularly for exceptional stories where I can't look for the failure text on the wiki.

What would be nice is a way of automatically failing an action, at least if it involves the four main stats. A poison you take to temporarily impair your performance or something like that. Or better yet, make it a piece of equipment so it can be used in areas where items aren't useable. Like a unfortunate hat that curses all your actions.

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Vavakx Nonexus
Vavakx Nonexus
Posts: 892

5/12/2016
You can get a Talkative Rattus-Faber for less than an echo at the Bazaar that lowers all your stats by 25. There are also Ridiculous Hats and Bottled Oblivions that permanently reduce your stats.

--
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Harlocke
Harlocke
Posts: 506

5/12/2016
Yeah, I have a talkative rat but -25 stats starts to not matter on a lot of easier actions. And it would be nice to not permanently lower your stats every time you want to read a few bits of failure text.

--
I welcome social actions, and can visit your salon as an author.

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Ian Hart
Ian Hart
Posts: 437

5/12/2016
Unfortunately, with the current card system, this would actually be super exploitable, specifically in the Cave of the Nadir, and potentially elsewhere as well.

It would have to also disable Second Chances, or you could spend a second chance and then auto-fail a card to delete it without gaining Irrigo.

That said, a lot of people like to create alts for that sort of thing. You could have a new character go out and fail at those things.

--
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Harlocke
Harlocke
Posts: 506

5/12/2016
True. That gets pricey if you're playing exceptional stories on two accounts though.

--
I welcome social actions, and can visit your salon as an author.

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Koenig
Koenig
Posts: 466

5/13/2016
Perhaps fail-better could implement a new pet or article of clothing (perhaps even a set) for high level and maxed out characters that functions like the talkative fabber, but capable of dropping the players stats much lower when used in conjunction with one another.

--

Koenig: Extraordinary. Invisible. Shattering. Legendary.

+2 link
Erika
Erika
Posts: 528

5/13/2016
Koenig wrote:
Perhaps fail-better could implement a new pet or article of clothing (perhaps even a set) for high level and maxed out characters that functions like the talkative fabber, but capable of dropping the players stats much lower when used in conjunction with one another.

I too would love this feature, I don't think it'd be too exploitable either, there's not many cards in the Nadir that can be discarded with the second chance trick, that and an increasing amount of second chances have to be spent to remove the same card again.

It used to be, that Bottled Oblivion was -5 to each stat, Ridiculous Hats -10, and the Talkative Rattus Faber only -5. I'd personally really like it if Bottled Oblivion and Ridiculous Hats became like Parabolan Kittens, negative stat modifiers and clickable, I'd love to see more dual purpose items like that.

--
Where the sun is hot, the moon is beautiful, and mysterious lights pass overhead while we all pretend to sleep.
                           Going on a fate expedition? I'm collecting data! Help me?
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Estelle Knoht
Estelle Knoht
Posts: 1751

5/13/2016
Given that occasionally some storylets actually give better results on failure, I am guessing that they want to keep their options open on player success/failure - so no odd meta manipulation where the player get to pick whether they fail or not.

An end-game version of the Talkative Rattus Faber might be handy for some people occasionally, I suppose.

--
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I currently do not accept any catbox, cider, suppers, calling cards or proteges.
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Mr Sables
Mr Sables
Posts: 597

5/13/2016
Estelle Knoht wrote:
An end-game version of the Talkative Rattus Faber might be handy for some people occasionally, I suppose.



Actually, that would be amazing . . .

I've been using the Talkative Rat a lot lately, to try and get more success to boost my remaining stats under 200, but it's barely doing anything now (even in conjunction with other stat reducing items). It's part of why I've stopped using it for my Persuasive grind, as it's pretty much useless at this stage and I'm still getting 'straightforward' . . . if we can get his cousin - Hard-Partying Alcoholic Rattus Faber - that claps cymbals and yodels at the weekends, I'd be most grateful. I think a -50 stat reduction could do more at this point, if such a thing were possible.
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Harlocke
Harlocke
Posts: 506

5/13/2016
Estelle Knoht wrote:
Given that occasionally some storylets actually give better results on failure, I am guessing that they want to keep their options open on player success/failure - so no odd meta manipulation where the player get to pick whether they fail or not.

An end-game version of the Talkative Rattus Faber might be handy for some people occasionally, I suppose.


Heck, even if it only worked during exceptional stories (and just when it's not an exploit) that would be fine. You can read the failure text elsewhere, except on fate locked stuff.

--
I welcome social actions, and can visit your salon as an author.

http://fallenlondon.storynexus.com/Profile/Harlocke
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Kaijyuu
Kaijyuu
Posts: 1047

5/13/2016
I'm all for Talkative clothing for other slots. I'm certain something from Polythreme could scream loud and constantly enough to be properly made into boots/gloves/hats/etc.

--
Be of good cheer. Our contacts have assured us that your sins are forgiven.
+5 link
Ian Hart
Ian Hart
Posts: 437

5/13/2016
It is worth noting that a lot of high efficiency options are locked or unlocked based on stat level (I know a lot of people complain about losing a super efficient suspicion reducer when their shadowy gets too high) so it would have to be very costly, but I'm always down for an expensive end game grind that yields a useful item.

I suppose there are much better ways to exploit the Nadir now, so that's not really a reason to bar stat lowering items...

--
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Optimatum
Optimatum
Posts: 3666

5/13/2016
I think the low-level good suspicion reduction is no longer locked by high Shadowy as of the Making Your Name revamps; it's now airs-dependent.

--
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phryne
phryne
Posts: 1351

5/13/2016
Robin Mask wrote:
. . . if we can get his cousin - Hard-Partying Alcoholic Rattus Faber - that claps cymbals and yodels at the weekends, I'd be most grateful. I think a -50 stat reduction could do more at this point, if such a thing were possible.

... or a kind of "negative mood" - a ratty flashmob party in your house that halves all your stats for 30 minutes! wink

--
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Optimatum
Optimatum
Posts: 3666

5/14/2016
A negative mood option would be a surprisingly good addition to those cards, since at higher levels there aren't many uses for moods. After SotC 21 and such there's very little which needs them.

--
Optimatum, a ruthless and merciful gentleman. No plant battles, Affluent Photographer requests, or healing offers; all other social actions welcome.

Want a sip of Cider? Just say hi!

PM me for information enigmatic or Fated. Though the forum please, not FL itself.
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Erika
Erika
Posts: 528

5/14/2016
I suggest "A Bad Mood" as an item.

--
Where the sun is hot, the moon is beautiful, and mysterious lights pass overhead while we all pretend to sleep.
                           Going on a fate expedition? I'm collecting data! Help me?
               "Bottles of Oblivion" drunk in the name of content: 57
              Catboxes (send more!) opened in the name of science: 1093
                    Fancy a friend?
+5 link
CALLNXW
CALLNXW
Posts: 116

5/14/2016
Nadir yourself, or wear the hat a lot

--
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Vel Farre
Vel Farre
Posts: 27

5/20/2016
Ian Hart wrote:
Unfortunately, with the current card system, this would actually be super exploitable, specifically in the Cave of the Nadir, and potentially elsewhere as well.

It would have to also disable Second Chances, or you could spend a second chance and then auto-fail a card to delete it without gaining Irrigo.


That wouldn't be perfectly exploitable as the cost of SCs spent goes up every failure that you opt out of retrying. You try that too much and the cost can become quite large. even those who have them capped would not last long spending 7+ per discard.

--
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Ian Hart
Ian Hart
Posts: 437

5/20/2016
Vel Farre wrote:
Ian Hart wrote:
Unfortunately, with the current card system, this would actually be super exploitable, specifically in the Cave of the Nadir, and potentially elsewhere as well.

It would have to also disable Second Chances, or you could spend a second chance and then auto-fail a card to delete it without gaining Irrigo.


That wouldn't be perfectly exploitable as the cost of SCs spent goes up every failure that you opt out of retrying. You try that too much and the cost can become quite large. even those who have them capped would not last long spending 7+ per discard.



Yeah, but succeeding or failing once resets it.

--
http://fallenlondon.storynexus.com/Profile/Antifinity
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