[quote=Dagmar][quote=Demiansky]I disagree on just about every point. I never overstock on fuel and supplies and generally make it back to London with 1-2 each.[/quote]That’s pretty much the definition of overstocking fuel and supplies. When your UI says 1-2 units of fuel it actually means 2-3 because after the 1 disappears you still have one full bar of fuel after it disappears. There are other choices you get that can further extend that supply depending on your resources. If you push the envelope on your fuel reserves you can find out what they are. The same holds true for your supplies. Your play style is what is denying you these experiences. There’s nothing wrong with that, but it is that, and not a lack of variance in fuel and supply consumption, that is preventing you from getting to experience what happens when you "cut it close".
That being said I don’t have a problem with the concept of introducing currents to the Sunless Sea, but you should realize it probably won’t impact on your ability to experience death or near death from lack of fuel or supplies. You will be able to hedge against that possibility by maintaining the margins you do for fuel and supplies when you hit a port or by adjusting them upwards if that’s what’s needed. Your own words pretty much sum it up:
[quote=Demiansky]I can just pick up one or two extra for 20 echo.[/quote]Adding currents into the game may simply end up meaning that instead of spending 20-40 echoes you end up spending 200-400 echoes with more frequent and/or greater in between purchases based on nothing more than luck. That’s why I said it only makes the game more of a grind by cutting into your profit margins. If you’re inclined to lose 20-40 echoes to eliminate risk by maintaining a very safe buffer for fuel and supplies there’s no reason to believe that you’ll be less inclined to spending more than that over the course of your voyage if the alternative is frequent death by chance.
The only way that’s going to change is if it can happen so often early in the game before you can create any kind of buffer in echoes that you end up dying from sheer attrition of resources in echoes, supplies and fuel. That means that players can end up dying repeatedly simply based on bad luck. If they get over that hump before quitting the game, you’re right back to where you started with a large enough buffer in echoes and an overall route that is profitable if less so by implementing the same risk averse practices you’re currently using on a larger scale.
As stated before, you’re the architect of your current situation. If you want to experience nearly dying from starvation or almost sinking out at sea from lack of fuel you have to take greater risks. The fact that you’re not willing to do so with the current game mechanics means that nothing changes unless the frequency and randomness of currents can turn the new player experience into one of repeated death for no other reason than bad luck rather than a lack of understanding of game mechanics and content. The latter entails a constructive learning experience through death which is why players are told not to be afraid of dying in the Sunless Sea. The former does not. It would simply be bad game design.
[quote=Demiansky]And why are we so concerned about new players? Dying is part of the game. I was a newer player once, and since I started the game weeks ago, I’ve only died once (thank you, Mt. Nomad). Maybe it sounds weird, but I kind of wanted to die more than that.[/quote]Then you should have taken greater risks. The perspective of a new player is very relevant. You no longer have it because you know many things that a new player isn’t going to know and your perspective on how they will deal with an added difficulty mechanic that could end up killing them a lot more is extremely subjective, especially since you’ve avoided the experience entirely of having to repeat the same content over and over again due to multiple deaths early on in the game.
Your experience as a new player isn’t reflective of that of all new players or even most new players. There was a post this past week from a player that said they died repeatedly from Bat Swarms, which are the easiest things to kill in the game. There are numerous posts from players who had a hard time with the game that might not have continued to play it but for their posting on this forum and getting advice from other players and, given the small percentage of players that actually even bother to read game forums, it’s hard to get a measure of how high the attrition rate is for the game. That’s something that Failbetter Games can’t ignore not only because it may be reflective of game design issues but also because Failbetter, even as small independent studio, has to consider the revenue impact on its ability to develop additional content for the game and make some margin of profit.[/quote]
So are you saying I should play irrationally? The game shouldn’t be challenging only when someone plays like a dummy. If you run out of fuel or food, its not because you took a risk. It’s because you were bad at math or just plain careless. The calculation is very simple. You go X distance on Y fuel. There is no number rolling involved. And yes, I always make sure I have 1-2 fuel in the tank of my merchant cruiser, even if that means I have to buy a bit at slightly higher prices from another port because I wanted to take a detour and chase after that Zee monster. Not having that 1 percent extra in my hold is worth not dying without a fully prepared heir. If I have to spend 10 extra echo from time to time, so be it. I fail to see how I’m somehow "doing it wrong" for playing smart. You shouldn’t have to play with reckless abandon to get the "full experience of the game." Sunless Sea says, from the very beginning, you will die a lot. I haven’t. That means the game needs to throw a few more curve balls.
I’m not interested in dying from luck for no reason, but I am interested in luck giving me a bruise from time to time because I took a risk. I’m interested in being punished for pushing the envelope, but right now, it’s not even possible to play analytically and push the envelope. This game is supposed to be all about the perils of seafaring, and one of the things that always struck fear in the hearts of sailors throughout history was being blown off course. But in Sunless Sea? I have complete run of the Zee without any impediment, which means I can always be where I want whenever I want without ever being blown off course. No sailor, even TODAY, can enjoy that luxury. Yeah, sure, it’ll make the game "harder," but your argument against "hardness" could be applied to virtually any mechanic in the game. Is it okay that a player can get remote killed by Mt. Nomad without even knowing what it is? Is it okay that a player get murdered on the docks of London because he didn’t realize he was supposed to deliver that package in a certain duration of time? You could argue no in all those cases.
And if shifting currents is too taxing for new players, why not simply add them in once the 50th day has passed in-game? Something has changed in the Zee…
edited by Demiansky on 3/8/2015
edited by Demiansky on 3/8/2015