[color=#009900]Yup, I’m addressing the many other people who’ve just told me it is![/color]
[color=#009900]I’m afraid, then, you’re out of luck, if by ‘means something’ you mean ‘increases your chance of success by at least 10%’. I’m not interested in maintaining that particular status quo because of the unacceptable demands it places on the rate of content production, and this is the last time I’m going to say that in this thread. The good news is that there will be other in-game-events that ‘mean something’. If you or any other posters want me to engage with you any further, take Broad as a given, because it’s a waste of both our time to keep arguing for something that isn’t going to change. Nuff said.[/color]
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>Destiny
[color=#009900]Pop culture references only go in when I’m writing at 2am.[/color]
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[color=#009900]Quick scan of other stuff, then I gotta do some work.[/color]
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>almost impossible challenges will either completely disappear
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[color=#009900]This is in fact a feature. Almost Impossible challenges for experienced characters are weird, as it stands. “My God, the difficulty is epic! Chess grandmaster that you are, you’ll never defeat him! …wait, play another ten dozen games and he’s a pushover.” Whereas now, the tasks which are still difficult when you’re that good are tasks which are fundamentally difficult and susceptible to uncertainty, and need ever bigger modifiers to move the dial. (But what if by learning those ten dozen games you found his Secret Weakness? well that’s probably best modelled with a Secret Weakness item that you can spend to unlock an easier branch.)[/color]
[color=#009900]Gear swapping! This is an issue and is worth discussing. As I’ve said in the past, this was another naive decision I made back at the start: I thought well, people can decide how much effort they want to put into optimising, can’t they? The answer of course is, no, it’s that ugliest of animals, an optimisation strategy that’s also trivial and degenerate (so people feel forced to do it) but also requires RL busywork (so they get very cross about having to do it). So to deal with each of these issues:[/color]
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color=#009900 reduce the busywork. When we move to the StoryNexus UI, you’ll be able to swap items in the sidebar, not the tab, and it’s a slicker experience.[/color]
color=#009900 reduce the [/color][color=rgb(0, 153, 0)]degeneracy[/color][color=#009900]. By requiring characters to commit to builds which have larger boosts, gear-swapping becomes a real decision with major effects, and the cost is a gently strategic one, not a matter of busywork.[/color]
color=#009900 provide a gradient between triviality and relevance. I think, especially as equipment continues to scale up (and, man, you should see the stats on this Corvid Pope companion) we’ll actually see a fall in busywork gear-swapping: because if a minor piece of equipment has a tiny effect on an inconsequential challenge, they’re less bothered. but they’ll still swap their Major Shadowy Widget for their Enormous Dangerous Widget when they’re about to fight a boss. (the same way that in Skyrim I don’t equip my Minor Ring of Sneaking every time I want to stalk and punch a spider, but I’ll certainly swap to my fire resistant shield if I’m fighting a dragon). I’ll have some data on this soon.[/color]
>Training Professions. … Alexis, am I on the right track that these mesh together philosophically?
[color=#009900]Very much so! It’s not a coincidence that you’re seeing the first Profession stuff pre the difficulty changes, i.e. big chunks of stat and cash increases outside the old grind which look strikingly generous by contrast. I’ll point out also that the current Professions are not what you’d call high-flying.[/color]
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>Nerfs make me sad, but it’s part of being a gamer
[color=#009900]Quite. To misquote Danny DeVito in Heist, everyone hates nerfs! That’s why they’re called nerfs. If I find a way to nerf without upsetting anyone, and especially a way to nerf without upsetting hardcore players, then there’s a party for all of you in the solid gold island which I will buy after I’ve sold the secret to Blizz[/color]ard.
>currently mathematically optimal slime
This is a phrase of vigour, resonance and merit.
> big narrative moments…[spoiler example]
[color=#009900]We do in fact generally avoid doing big narrative moments where the outcome is a single dice roll, and the [spoiler example] is the specific instance that had us introduce the gold colour to major storylets to say PAY ATTENTION DON’T JUST CLICK THROUGH! That one in particular is on my list to go back and change, but it’s a long goddamn list.[/color]
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[color=#009900]To finish on a more useful point that ties back to the change. If failure is just something to be avoided, my God what a missed opportunity. Failure and peril are the start of interesting stories. We have a primordial design decision left over from arcade games (the original pay-to-win) and baked into most video games that failure is the least optimal outcome from a gameplay experience pov. Obviously we can’t get away from that entirely, because people like to win, but I’ve always been interested in exploring fantasies of failure as well as fantasies of success. Mr Eaten is of course the parodically extreme example of this, but the fail states, for instance, are also stories in themselves. I appreciate that the Boatman is not quite as fun after you’ve played chess with him for the eleven millionth time… but that’s an issue I want to address. On a micro level, as Richard points out, if you never fail at an action then you will never see much of the text we’d written![/color]
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[color=#009900]There is a much larger question about whether we should, then, have made challenges a success/failure option in the first place… but this list isn’t getting any shorter.[/color]
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>Once you work your way up to Wounds 15, you can no longer play chess until you reduce your Wounds.
[color=#009900]Trufact. We implemented this after one of our more dedicated players ground his way up to Watchful 110 almost exclusively though chess with the Boatman. And Wounds 70.[/color]