Feedback time.
I’d like a way to relive old storylets or missed one offs.
Feedback time.
I’d like a way to relive old storylets or missed one offs.
[quote=Kylestien]Feedback time.
I’d like a way to relive old storylets or missed one offs.[/quote]
There are a few ways to do that. The best is to start a new character and actually play through the stories again. Alternatively, you can make sure you echo things regularly and then look back at them through your journal.
Finally, you can always check the wiki if you want to remember the text and/or rewards of particular stories.
I am very pleased with the 2 day gift of cards, I do not feel as if time has treated me unfairly now.
I just figured out where the names for the dreams, like “The Fire Sermon” came from! That is so cool!!! Many many kudos to whoever did that!!!
Not a particularly important feature, but I’ve always thought that it’d be nice if Lodging cards had their own border so that I can quickly differentiate between, say, The Western Tower and a Misfortune at the Carnival, The Tower of Sun and Moon and that nightmare reducing card, The Windward Tower and many Zee related cards.
It’ just a bit sad when I get my hopes up for some Scraps, and then nope! Just yet another fire at the Carnival.
Would perhaps be even better if those two lodgings could get their profile graphics as card graphics?
Would you consider making the investigation of the Velocipede squad re-settable for a Fate cost after completion (in the same way that a number of other storylines are - Jack, the Affair of the Box, the Fate-locked Spirifer storyline)? That’s one storyline I’d definitely like to play again on my main.
There really should be a PoSI option on the connected cards to make them not so glaringly sub-optimal. I really dislike that for an entirely mechanics related reason the optimal route to making $ is to cut all ties to the various factions and grind one carousel. I don’t see any good reason why all storylets at a given level shouldn’t be relatively cash balanced, not to mention cards at a given frequency. Distributing the actual rewards through various locations provides interest when I have to grind different items but for cash, as for the Overgoat or Cider, there’s one carousel and a handful of cards that are simply better choices.
I guess there’s some moral you could glean about monomaniacal focus on making money, but I doubt that’s the reason that severing ties with the factions is optimal game play.
[quote=memorysquid]There really should be a PoSI option on the connected cards to make them not so glaringly sub-optimal.[/quote]Not all those cards are sub-optimal. Some of them can be quite profitable, mostly related to two specific conflict cards: Crime or punishment? (choose crime for profits) and The Acacia and the Butterfly (side with either, don’t compromise). Other cards have menace reduction, which is more or less useful/necessary depending on playstyle.
But there are certainly a few conflict cards that are rather useless, or clearly less useful/necessary than others. I haven’t found a use for The kaleidoscopic church or The Devil and the Child, and Going gentle is only useful half the time it shows up, when rebuilding Tomb-Colonies after using A misfortune at the Carnival to keep Rubbery Men from slipping because of siding against them in their conflicts with Constables and Revolutionaries.
[color=rgb(194, 194, 194)]Even those two require significant grinding to maintain the necessary connected levels to even draw them, all of which are sub-optimal themselves and subject you to drawing a number of less relatively useful cards for having that high a connected level.[/color]
[color=rgb(194, 194, 194)]I just don’t like that a necessary consequence of minimizing the time spend doing the same thing over and over happens to be removing even more variety from the gameplay. If the game design is going to include massive grinds like the ubergoat, why make the method to achieving it that much more boring and repetitive? [/color]
edited by memorysquid on 2/1/2015
I like having contacts and I also play the conflict cards to get Someone is Coming and then go rob rats in Spite … at least partly hoping to get the rare success :)
Edit to say I can’t do it very often as it takes time to rebuild Someone is Coming but with maxed out shadowy you get around 3E an action, more if you get the watch
edited by reveurciel on 2/1/2015
I request that a "Last Online" property be added to each person on your list of contacts.
The problem I’m running into a lot is that a lot of my friends were gained from the random "Suggest a contact" button, or from other communities like Reddit. The thing is, many of these players have ended up quitting the game (or play it rarely enough that they might as well have) and I have no way of knowing that. I’ll send social requests to them to reduce my nightmares, investigate the Affluent Photographer, etc., and days will pass without a response before I realize that I’ve just wasted an action/resource/opportunity.
Here’s a specific example: despite quite a lot of playtime (my qualities are all ~75-80), I got the "The Neath’s Mysteries" opportunity card for the first time ever the other day. It’s supposed to be "standard" frequency, but RNG dictated that it never dropped once in all this time. I wanted to experience the story text so I sent it off to someone… and no response. They probably quit the game, and I may never draw that card again for another month. It’s pretty disappointing.
If the "Select an existing contact" dropdown gave each person’s Last Online time in addition to their name, it would solve this whole problem. If I notice someone hasn’t been online in two weeks, I won’t waste my actions sending them things and can even remove them entirely if I so wish.
The Neath’s Mysteries is only drawn when you are in your Lodgings. Flip cards there to increase its frequency.
For the other matter, I tend to add contacts through this delightful forum, and so know they have been active here at least very recently.
I think that an exact “Last Online” time (or even date) seems a bit invasive, but something to indicate the level of a player’s recent-ish activity [1] would be a big help, for the stated purpose/reasons.
[1] I mean, somebody who logs one for 40 turns once a week like a clockwork is probably a better bet than somebody who just spent 200 turns in a row right now, but logs on unpredictably with steadily increasing multi-month gaps.
True, I don’t spend much time in my Lodgings so that could very well explain the rarity and I can try to check for that in the future. The problem in general, however, still generates waste.
As for it being invasive… I’m not sure I agree. Still, I could see adding a "Show As Offline" checkbox being added to the "Myself" tab right next to where you set your profile as private. That would let people play without feeling like they’re being tracked.
On a related note, this very forum lets me see when you last logged in down to the SECOND just by clicking your name, so if privacy was an issue to the admins then you’d think they’d have removed that from here as well. Keeping it to just the date level would be plenty for my suggestion, of course. To xKiv’s point, a more generic rating of activity level, such as "low/medium/high", would also be good enough – it’s just harder to come up with the logic for determining those thresholds.
edited by Yoten on 3/31/2015
If you want to identify people who are online right away while you’re actually playing, there is always the "who else is here" thing in the top right of the screen. I would think that an invite sent to one of those people should get a pretty quick response.
Perhaps something gentler - filter out inactive players so they won’t show up in the invite list if they were inactive for more than 7 days, spouses / patron / protege / calling card friends excluded?
On that note, displaying the profile links of contacts would be handy!
I just realized the Detective Cases have varying difficulty based on the cases, which is neat. Have you considered adding a one-off case around 70 Watchful that rewards some Expedition Supplies to give a smoother transition to Forgotten Quarters?
It looks terribly dull to be directed there and… well be stuck on collecting supplies. You can probably get people hooked better on Expeditions if they have a taste of treasure first.
Regarding Favorable Circumstances… I suggest giving players Favourable Circumstances once a month or less frequently for free (and up to 1 exactly to stop accumulation) to alleviate these card-related frustration, especially when they are non-PoSI.
edited by Estelle Knoht on 4/2/2015
Quality of life thing - Please move the Heist items (Inside Information, Escape Route, Intriguing Key) to the Advantage category!
It will make it much easier to track for players planning a heist, and they are indeed advantages.
I just had to buy a Parabola-Linen Suit to become a legendary charisma, and I find the item quite disappointing. Since almost all challenges relie on a single stat, it is no more useful than the Night-Trimmed Frock-Coat, and that cost less than half the price. I’d really like the most expensive clothing item in the bazaar to have a bit more use.
If this isn’t already the case, it might be nice to receive some sort of understated email notification when new content is live, for those of us who have hit multiple ‘content boundaries’ and are gloomily chomping at the bit / gazing longingly at the ‘impossible’ symbol on Certain Opportunity Cards every time they’re drawn…