Are there any uses for Dramatic Tension > 2? If not, lock options that increase DT once you’ve reached 2, otherwise you can accidentally waste actions. (Alternatively, have DT drop by 2 and not be eliminated when cashing it in.)
I have feedback for clarifying the Persuasive Tracker at A Name Signed with a Flourish 2… the Writer’s Desk is a little confusing as it’s come to incorporate the tracker, and a number of people (myself included) didn’t spot the "Make Your Name: Publish Your Short Story" branch that’s currently mixed in with all the "Potentially [adjective]" branches in the storylet where you finish your short story. Part of this is because some of the "potentially" branches are unlocked as soon as you enter that storylet, regardless of what your potential is – so they float to the top for a player who wanders into the story-finishing storylet as soon as it unlocks. When locked, "Make Your Name" option is mixed in with the higher (50+) potential branches; visually, it’s only minimally distinguishable without close inspection.
Publishing a story via any "potentially" option won’t advance the tracker, which is what led to some confusion about what’s going on ("wait… is an acceptable story actually not acceptable?") I suggest hiding those options until A Name Signed with a Flourish is 3+ – maybe with a separate branch out of "rework," unlocked with ANSwaF of exactly 2 and leading to a storylet that only has the branch requiring 40 potential and a branch to go back. (Alternately, I suppose that branch could just be attached to "rework" directly to reduce the layers of linked storylets.) With that setup, the first story the player publishes will always be one that has potential 40 and advances the persuasive tracker. There’d be no chance of the player wondering why an acceptable or competent story isn’t good enough. Or odder still – a chance of a player thinking that it’d be more ambitious and rewarding to raise potential to 50 or higher, finishing an exceptional or extraordinary story – but then having the persuasive tracker ignore it.
Not sure if there’s an experiential rationale for players to try their hand at making lesser (unloved, acceptable, competent) short stories before making a potential 40+ story that will advance them – but even if so, hiding the higher-potential stories would probably be good. And in that case, changing some wording to make it clear which stories will or won’t advance their name would still be helpful!
The rest of the persuasive tracker is looking a lot better now that all the Honey-Sipping intrigue cards have been turned into unmissable storylets and shaping your early masterpieces is available as soon as you get to court! Everything else is pretty clearly signposted from the main location pages of the Persuasive areas – nice work! Can’t wait to see the other three.
edited by metasynthie on 8/13/2015
[li]Not sure where else to post this… I have registered for Fallen London and confirmed through email, but whenever I try to enter it tells me my email has already been chosen. Anyone have any help for me?
[quote=Eric West]
Not sure where else to post this… I have registered for Fallen London and confirmed through email, but whenever I try to enter it tells me my email has already been chosen. Anyone have any help for me?[/quote]
You might want to send a mail to support@failbettergames.com
I’m not sure if anyone has mentioned this already, and I am not sure if it is currently being worked on either. The Qualities for the new Watchful Philosophies (A Name in Seven Alphabets) don’t feature a flavour text description of the philosophy. At least, that is the case for The Unconfined, which I picked for my char. I’m not sure if this is a bug or a work-in-progress or if it’s working as intended, but I really like the descriptions on the Persuasive and Dangerous ones because they helped to flesh out my character’s story a bit more (and the scars or lack thereof for Dangerous were an excellent touch as well). I think it would be really awesome if we could have similar things for the Watchful Philosophies as well!
Also, minor quality-of-life suggestion: when selling things at the Bazaar, I think it would be more user-friendly if there was another way to sort items (by type, for example) or if things could be further divided into sub-tabs. It’s often quite disorienting to scroll through heaps of items, especially since I try to keep a little bit of each item with me just in case certain storylets require it. ._.
Good job with the game, though! I have been playing for a few months and I’m really enjoying it so far!
edited by Sestina Valdis on 10/4/2015
This is either a suggestion or a display of noob ignorance. Might it be possible (and not too resource-consuming) to modify the Journal so the player can write entries himself? It would probably help to keep track of what one is doing, as well as allow for recording momentous (or trivial, as may be) occurrences. A second question involves Plans: the description says to "mark choices as plans," but what is the mechanism for doing so?
– Mal
You can make plans by clicking the little bookmark extension located in the top right corner of all branches within a card or storylet.
Thank you, that’s not immediately apparent.
– Mal
Oh, dear. Thanks Mal. Edited.
Ok, I was simply suggesting that it’d be nice if there was a way of saving the little messages that we attach to action invites before we send them out. Sometimes people suddenly die, or are driven mad in the middle of a good RP, and that can be a bit disruptive. If a message is sent when the recipient is Somewhere Else, my understanding is that the game will simply push the sender to the Messages tab without saving the message in any form or sending it to the recipient. It’d be nice if the sender could keep track of these things, perhaps with a feature analogous to autosaved drafts on email? I don’t know if this would work out.
edited by Sestina Valdis on 10/13/2015
edited by Sestina Valdis on 10/13/2015
Ah, I couldn’t agree more! One can save invitations in his email, but his own words are lost forever (unless the recipient saves them). I suppose you could conduct role-play with PM or by directly exchanging email addresses, but one might not want to risk the latter for any number of good reasons.
– Mal
edited by malthaussen on 10/13/2015
Not a terribly important thing, but odd: my email server (gmail) divides incoming email among three categories, viz "Primary," "Social," and "Promotions." Which is rather useful as a spam filter, but oddly, while most of my communications from FL show up in the "Primary" slot, some messages are filtered into the "Promotions" category, and this despite the fact that the origin address is exactly the same. It is not consistent, either: sometimes a communication from a player will show in one, and sometimes the other. Doubtless a problem with the server, and not FL, but it does leave me scratching my head.
– Mal
[quote=malthaussen]Not a terribly important thing, but odd: my email server (gmail) divides incoming email among three categories, viz "Primary," "Social," and "Promotions." Which is rather useful as a spam filter, but oddly, while most of my communications from FL show up in the "Primary" slot, some messages are filtered into the "Promotions" category, and this despite the fact that the origin address is exactly the same. It is not consistent, either: sometimes a communication from a player will show in one, and sometimes the other. Doubtless a problem with the server, and not FL, but it does leave me scratching my head.
– Mal[/quote]
I don’t use GMail, but I’m guessing that it lets you override its automatic filters on a per-sender basis?
Can’t say that it does, since I don’t mess around with it much. But the curious thing is that communications from a single source may be in either category.
– Mal
edited by malthaussen on 10/28/2015
[quote=malthaussen]Can’t say that it does, since I don’t mess around with it much. But the curious thing is that communications from a single source may be in either category.
– Mal
edited by malthaussen on 10/28/2015[/quote]
That’s down to heuristic filtering rules. They can’t just clear it by sender (unless you manually set that) as it’s so easy to spoof an email address as a sender.
The new outfit system: The one thing I’d like is an option to add to it, or have an "other" category on it in order to allow for changing inventory for menaces during hallowmas, or a BDR set of items to happen without altering a set of items related to a stat. Having some for specific things, even for each clothing stat, would be awesome too. Basically: exactly what we have right now, but with more slots please.
edited by ZackOak on 10/30/2015
I’m really starting to wish there was a way to link to player profiles while in-game. I like to know my acquaintances, and not all of them have posted their profiles in the forum, so I have no clue as to their gender or game status.
– Mal
When I receive an invite, for example for Hallowmas confessions, it is marked with the Fallen London character name. However, my sent invites that have not been accepted yet are marked with the storynexus profile name, which is not always the same. That makes it hard to keep track and I wish the Fallen London name (perhaps with the Storynexus name in parentheses, like in the “recently” tab) was used in both.
I’d like to make a wee suggestion, if I may. During Hallowmas, currently, the only way to gain Spirit en masse (to my knowledge) is to send or receive invites from other players. This is all well and good, but it requires that you add players to your contact list. Now, I realise that FL is (or at least would appear to be) a predominantly social game, but I’m not a social player. I don’t participate in the forums. I play K&C with exactly one other person on rare occasions. I have an extremely small group of people in my contact list, and I would very much like to keep it this way. This puts me at a disadvantage during Hallowmas, because it makes it impossible for me to play all but the lowest-tier Spirit options. I can hardly imagine I am the only person who plays FL in this manner or one similar to it, either.
My suggestion is this. In the "The Errors of London" storylet, there is an option to guard the secrets of others. This does not require socialising in any form. Might it be possible to add a Quality, similar to Investigating, that builds as you play this option, that can be used to play a third option that would then grant you Spirit? In this way, one would be able to build Spirit at a reasonable rate, comparable to sending and receiving invites from other players, but without requiring socialisation. Heck, I’d even be open to paying Fate for such an option, as long as it’s reasonably priced.
It would be cool if the Messages tab could display “(and X more)” after the last outstanding invites received and sent, so we’d have an idea of how much was being hidden.
Perhaps Hallowmas’s confession accepting/consignment period could be made longer?
I have to admit, I didn’t fully realize how it was working (despite having done it already last year) and I don’t think I’m the only one for whom it’s mathematically impossible to accept all confessions (let alone consign or betray them all) within the next couple days. :[
EDIT: Actually, it looks like by burning through my coffee reserves I’ll be able to accept everything (I also purchased some actions, but not a ton; can’t afford too many). I won’t be able to consign them all, but I’ll be able to consign enough for delicious rewards, at least, and I won’t screw anyone else over. (One magnanimous person read this and cancelled their confession request – very kind of them, but not any longer necessary!)
But my feedback still applies to a number of other people, I suspect…
edited by thedeadlymoose on 11/7/2015