Powered by Jitbit .Net Forum free trial version.

HomeSunless Sea

A game of survival, trade and exploration in the universe of Fallen London

Have Tomb Colonist runs been nerfed? Messages in this topic - RSS

Bluebeard
Bluebeard
Posts: 25

11/26/2014
I think the game would benefit a lot from a "Patrician III" approach.

In Patrician 3 there were no fixed prices. It all depended on supply & demand. Prices could drop suddenly, or rise. It wasn't certain. Now, I'm not suggesting that Sunless Sea should adopt a system as complex as that. Patrician 3 modelled it with actual production and consumption of goods. In Sunless Sea it could be mostly random, with some towns generally being better at producing certain goods and at consuming them (but, once again, no certainty). If we randomize prices people will be encouraged to explore, travel and seek opportunities in other ports instead of grinding the same old usual trade route.

Example:
You go to Venderbight ---> you notice that that week the price of Mushroom wine is actually lower than usual, so selling it wouldn't be profitable. So you just go on to Whither, and we shall see if the price there is better. It would revolve around learning what prices are good for buying and seling each good. Also, prices raising or lowering could be influenced by the things you do in certain places. For instance, let's assume you manage to disrupt the production of scintillack at Port Cecil: the price would rise. A big producer of mushroom wine has an issue at his winery and you solve it for him: the production would be increased and the price would lower.
edited by Bluebeard on 11/26/2014

--
Dark Blot - A not very gentlemanly gentlething
0 link
Avian Overlord
Avian Overlord
Posts: 62

11/26/2014
Bonus points if checking the news in London explains the price changes. "Sorrow Spider infestation in Spite! Silk prices plummet!"

Actually, I'm pretty sure the game has the tech to randomize at least London's prices. Just have "Collect messages from the Harbormaster" work like the Iron Republic or Khanate. Except using Time the Healer.

--
The Principled Dectective-http://fallenlondon.storynexus.com/Profile/Corvidae
Open for social actions of all sorts.
+1 link
SouthSea Rutherby
SouthSea Rutherby
Posts: 224

11/26/2014
Bluebeard wrote:
I think the game would benefit a lot from a "Patrician III" approach.

In Patrician 3 there were no fixed prices. It all depended on supply & demand. Prices could drop suddenly, or rise. It wasn't certain. Now, I'm not suggesting that Sunless Sea should adopt a system as complex as that. Patrician 3 modelled it with actual production and consumption of goods. In Sunless Sea it could be mostly random, with some towns generally being better at producing certain goods and at consuming them (but, once again, no certainty). If we randomize prices people will be encouraged to explore, travel and seek opportunities in other ports instead of grinding the same old usual trade route.

Example:
You go to Venderbight ---> you notice that that week the price of Mushroom wine is actually lower than usual, so selling it wouldn't be profitable. So you just go on to Whither, and we shall see if the price there is better. It would revolve around learning what prices are good for buying and seling each good. Also, prices raising or lowering could be influenced by the things you do in certain places. For instance, let's assume you manage to disrupt the production of scintillack at Port Cecil: the price would rise. A big producer of mushroom wine has an issue at his winery and you solve it for him: the production would be increased and the price would lower.
edited by Bluebeard on 11/26/2014




This is a fine idea but it's actually much trickier to program than it sounds. The problem is that it is easily exploited -- with a little understanding of market manipulation, you can quickly learn "triangle trade" style routes where you purposefully collapse one market while bolstering another, using a go-between as a way of maintaining even profits. Then, once the collapsed market is practically giving away its goods, you buy EVERYTHING you can from it, and sell them in the new market for a literal boatload of cash, forgive the pun.
In real life, this isn't feasible because other traders are constantly regulating these markets by competing with each other. In a game where only one player is controlled by a human being, these kinds of "observe and respond" reactions are difficult, and easily circumvented.
It CAN still be simulated to show a little fluctuation, but Patrician 3's system might be a little too easily exploited, here. Especially when the developers have emphasized that this is NOT a trading game, like Patrician 3.



  • --
    Now the proud captain of Mr. Eaten's Revenge
  • 0 link
    Nenjin
    Nenjin
    Posts: 171

    11/27/2014
    It's also worth considering that, with the full release coming up, the game doesn't really have the time left to dev complicated and far-reaching experimental content.
    0 link
    Nocculi
    Nocculi
    Posts: 22

    11/28/2014
    Oh! Since I haven't seen it mentioned: swinging by Avid Horizon and returning what you find there to the First Curator seems to be a pretty good way of getting some early starting capital.

    Certainly, it's faster than sailing circles around Mutton Island in search of valuable floatsam, or ferrying tomb-colonists back and forth until you feel like one yourself.

    (Though, I do wonder: is the new Tomb-Colonist storylet meant to refresh eventually? Or is it really only doable once?)
    +1 link
    Kerine
    Kerine
    Posts: 72

    11/30/2014
    Hopefully it indeed does refresh - I threw mine overboard after he ate my supplies and there seems to be no way to solve this.

    --
    http://fallenlondon.storynexus.com/Profile/Kerine
    0 link
    lady ciel
    lady ciel
    Posts: 2548

    11/30/2014
    It is possible to get more Tomb Colonists - I managed to get the three needed for another story hunting Albino Morays. I don't know if one of those will allow you to continue the Venderbight story though.

    I do recommend having Secure Storage before collecting them though - it stops them wandering around and eating your supplies.

    --
    ciel

    Sorry RL means I am not a very active player at the moment. No social actions unless you are prepared to wait and definitely no sparring or other mult-action things.

    No Calling Cards or boxed cats please. Will take dupes on the affluent photographers. Other social invitations welcome. Parabolan Kittens usually available, send me an in-game social action saying you want one and I will get one to you as soon as possible.

    storynexus name - reveurciel
    0 link
    Rocket Heeled Jack
    Rocket Heeled Jack
    Posts: 311

    11/30/2014
    The Last Tomb colonist run I had after the update had a live one in the mix that I left with them, instant trouble 120 and no way around it.

    Not that I miss the dusty buggers you understand, but there's a place on the eastern edge that likes them a lot...

    --
    http://fallenlondon.storynexus.com/Profile/Rocket~Heeled~Jack
    0 link
    Nenjin
    Nenjin
    Posts: 171

    11/30/2014
    Something must be changing with that, because between a couple updates my TwtTC quality went from "190" to " ".
    0 link
    Rocket Heeled Jack
    Rocket Heeled Jack
    Posts: 311

    12/1/2014
    Excellent, because I just started again and the first time I did anything with the tomb colonists that was anything vaguely resembling honesty, the trouble with them went through the roof...

    That said, it only happened when I was being honest on both occasions...

    But as a player, I like taking the high ground when i'm doing things, it makes me feel that I'm keeping the spirit of the admiralty out there, rather than resorting to piratical shenanigans...

    --
    http://fallenlondon.storynexus.com/Profile/Rocket~Heeled~Jack
    0 link
    SouthSea Rutherby
    SouthSea Rutherby
    Posts: 224

    12/2/2014
    Nocculi wrote:
    Oh! Since I haven't seen it mentioned: swinging by Avid Horizon and returning what you find there to the First Curator seems to be a pretty good way of getting some early starting capital.

    Certainly, it's faster than sailing circles around Mutton Island in search of valuable floatsam, or ferrying tomb-colonists back and forth until you feel like one yourself.

    (Though, I do wonder: is the new Tomb-Colonist storylet meant to refresh eventually? Or is it really only doable once?)

    Thanks for pointing this out! It is a good point. I, too, am wondering if it will ever again be possible to pick up more than one colonist at a time -- perhaps even a small randomized number at some point (I do recall the storylet text saying a "clutch" of immigrants are usually looking to head to the colonies from London).




  • --
    Now the proud captain of Mr. Eaten's Revenge
  • 0 link
    Rocket Heeled Jack
    Rocket Heeled Jack
    Posts: 311

    12/3/2014
    SouthSea Rutherby wrote:
    Thanks for pointing this out! It is a good point. I, too, am wondering if it will ever again be possible to pick up more than one colonist at a time -- perhaps even a small randomized number at some point (I do recall the storylet text saying a "clutch" of immigrants are usually looking to head to the colonies from London).

  • The problem I have is that it feels more like a one time bonus rather than an ongoing story arc, I've seen a few different ways the story goes, like a live person turning up in the tomb colonist bunch, or a tomb colonist wanting to have someone brought to join them, but whatever you do, it goes straight to massive trouble and no more colonists...

  • Pity


  • --
    http://fallenlondon.storynexus.com/Profile/Rocket~Heeled~Jack
    0 link
    KatarinaNavane
    KatarinaNavane
    Posts: 462

    12/11/2014
    Figured I'd put this here instead of starting a new thread, but my tomb colonists want me to take them to irem. Unless I am sorely mistakeen, irem doesn't exist yet. Is the quest just broken, with my only option to deliver them to...somewhere else?

    --
    Storynexus sn Katarina Navane.

    My art page (much of which is dark, Victorian, and/or full of tentacles): http://www.facebook.com/demonkittydesigns
    0 link
    KatarinaNavane
    KatarinaNavane
    Posts: 462

    12/11/2014
    Figured I'd put this here instead of starting a new thread, but my tomb colonists want me to take them to irem. Unless I am sorely mistakeen, irem doesn't exist yet. Is the quest just broken, with my only option to deliver them to...somewhere else?

    --
    Storynexus sn Katarina Navane.

    My art page (much of which is dark, Victorian, and/or full of tentacles): http://www.facebook.com/demonkittydesigns
    0 link
    Ewan C.
    Ewan C.
    Posts: 675

    12/11/2014
    Irem does indeed exist. No stories of its own as yet, but the interaction with your colonists is present (as are some interesting shops).
    0 link
    Nenjin
    Nenjin
    Posts: 171

    12/11/2014
    Gee, they don't want much do they :P
    0 link
    Rocket Heeled Jack
    Rocket Heeled Jack
    Posts: 311

    12/11/2014
    Nenjin wrote:
    Gee, they don't want much do they :P



    You should see what they do when you take them out the next time....

    --
    http://fallenlondon.storynexus.com/Profile/Rocket~Heeled~Jack
    0 link
    12




    Powered by Jitbit Forum 8.0.2.0 © 2006-2013 Jitbit Software