[quote=squiggle]I think Going Fishing is the first time I’ve ever seen quirks being really important, and then it kind of turns out the other way, that Going Fishing has a much bigger impact on the quirks than the other way around. Going fishing changes people. Like war does.
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This line amused me greatly… And to think, we never understood why those gentlemen fussed about fishing so :P
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(EDIT: Was this part from Gillsing, I think??)
Hmm, looking closer at the regular Mutton Island cycle, it does contain plenty of Whispered Secrets after the first part, and with Nightmares being easy to reduce at the festival it looks like low-level characters who’ve found all the items they want should probably just start a cycle of island secrets, listening to children’s song and then get stuck at the wind that chills the heart until they succeed. Or investigate a crashed steamer. Wow. This Fruits of the Zee festival is even better for low-level characters than I thought it was. And I already thought it was unbelievably good. Also quite fun and with cool prizes, but such things are of course subjective. (I like the compass a lot.)[/quote]
Being one of those lower-level types, I have already made a fairly substantial gain in Shadowy from spending more time in the island secrets for a couple days. I kicked my Docks connections up with the rescue event, though I have no idea when I’ll need that… And I have enjoyed the take in Whispered Secrets as you mention. To top it all off, I have four of the lady’s items, and all of the ones I really need for stats. They are an amazing boost at this level, particularly as I look toward building abilities that I haven’t bothered with thus far (and had almost NO equipment for in my inventory previously). So in that sense, yes it’s a quite rewarding event.
At the same time, it’s clearly had its own repertoire of likely frustrations. I found the fishing more entertaining early on. I think I would have enjoyed it more later if there were some other repeatable questing sort of activity to focus on as well. Knowing that it was the only way to obtain the treasures OR to reduce menaces raised in the process (and it had to be one or the other each time around), made it start to feel extremely grindy. Personally I did reasonably well fairly early and had I simply quit trying after my third or fourth item, I could still say I had a reasonably smooth time of it. But I could see how anyone more interested in quirks who didn’t attempt to use some maps or sea stories early on, might get completely lost. Somehow I alternated options enough, rolled well enough, and hit the timer in the right places until it didn’t really matter that much. But I was also putting in quite a few actions on those days, too.
I rather wonder how many people would prefer to simply have a long but definite grind toward more certain rewards, and not face the randomness of the Strange Cove modifications each time after a long outing followed by lots of waiting around. But perhaps that is just the overall tendency of Fallen London? I can’t say yet. It has to be difficult to find a balance between staggering things through repetitive carousels, and making enough curiosities or rewards pop up in between.
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edited by Lavessa on 9/6/2014