[color=#0066ff]The community here and across tumblr, Facebook, twitter, IRC and reddit already do masses to help answer people’s questions before they get as far as emailing support (along with the wikis). Thanks to your responsiveness and friendliness, there’s almost nothing you can’t find out about the game with a bit of googling or by asking nicely.[/color]
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[color=#0066ff]97% of the support tickets we receive can only be dealt with by us. Bugs, outages, typos, requests for interviews, internship applications, feedback, etc etc. We’ve been going for almost seven years, we still get support requests about the Night Circus, StoryNexus, Sunless Sea backer rewards… it is what it is![/color]
I used to begrudge the slowness and sparsity of FL’s content updates. Then I tried my hand at Storynexus and immediately recanted.
God bless the poor souls who work with this platform for a living. Take all the time you need.
Can someone tell me where to find a walkthrough for Mr Eaten? I have 10 at hunger, I keep getting cards, SMEN is 13. The seeking road is the way?
It’s not helpful enough. I’m sorry, I’m not in this for the puzzle, I’m in here for the story and I suck at guessing.
Basically: the seeking road, drown your secrets. Use the UP cards once a week, choose option that locks with marsh-mired. Each one increases SMEN to (UP level it appears at) times 3. Get the scars, stains, and memories when you are high enough to see the options in seeking road. (The first scar will be a new card) At 21 you start getting candles (which are fairly easy to figure out the location of) and at 29 its time for winking isle. Get to it using the god’s editor card or asking someone for help. Raise it to 77 (circling the well is the most useful, but successes and failures on other options can tell you things) and finish whatever candles you missed earlier.
You may also burn (no candle) for a level and lore on winking isle. You will lose (no candle) but I think its one of the most interesting options.
edited by suinicide on 12/13/2016
edited by suinicide on 12/13/2016
edited by suinicide on 12/13/2016
I certainly understand the business side of things, but I would be lying if I said that it does not feel like all new content is locked behind Fate and Subscription services. I just hope that this is not how things will feel in the long term, as I do truly love this game. So for the time being let’s remain patience with both game and those critical of it.
New content that’s behind Fate/Subscription wall
- Exceptional Stories
- Collector items from seasonal content
- One, as yet unseen, seasonal story
New content that’s not behind Fate/Subscription wall
- Heart’s Desire ambition
- Making the Name
- Second case of Reliables
- Flash Lays
- Elusive Countess Heist
- Port Carnelian
- Mr Eaten
- Renown items
- 1.5 new entire seasonal events
edited by genesis on 12/13/2016
[quote=Ambrose66]It’s not helpful enough. I’m sorry, I’m not in this for the puzzle, I’m in here for the story and I suck at guessing.
I’m not sure what is unclear about that guide, as it’s not meant as a puzzle or for guessing - it’s a detailed step by step guide on how to Seek the Name, from start to finish.
But I’ll try to give you some more specific info. Please ask if there’s any point where you feel more clarification would help:
[spoiler]Basically, you want to follow the options on the Seeking Road storylet in your lodgings. More options will open as your Seeking level increases. Your end goal is to get to Seeking level 77, collect all 7 special candles, and sail NORTH on your ship.
To raise your Seeking level, there are two approaches:
The easy, yet slow, way is to use Unaccountably Peckish cards:
- For each level of UP you have, another black bordered card is added to your deck. These cards all have options which increase SMEN (these are the options which require have no Marsh-Mired). Marsh-Mired will be cleared when next Time the Healer visits you, thus ensuring you can only do this once a week.[/li][li]Also notice that the different UP cards have different caps as to how high they will raise SMEN. You can use these cards to raise SMEN if your SMEN level is no more than 3 x the card’s number. So - with your current SMEN level of 13, you can use UP cards 5-9. Cards 1-4 will not help you.[/li][li]Because of this cap, and because there are only 9 UP cards, you can use this method to get as high as SMEN 28.[/li][li]After using this option, the best thing is to reduce UP to 0 until next Time the Healer, so your deck isn’t clogged by these black cards.[/li][li]If you draw the wrong type of these cards, either play an option (without the Mars-Mired requirement) on it to get rid of it (might be very costly and or damaging for some of the cards), or play with your UP level to control which cards are available.[/li][li]To raise UP, it’s best to use a starveling cat in the Flit’s Bats and Cats storylet, as this gives 3 levels of UP (requires making at least some progress in the Wars of Illusions). Alternatively, you can pass a starveling cat back and forth with a friend (or alt). Sending one gives a point of UP.[/li][li]To reduce UP, it’s best to take refreshments in the first coil of the Labyrinth of Tigers.
If you’re impatient with the slow, yet safe, method - several options on the Seeking Road will raise SMEN. But these become more and more costly as you progress (both in item cost and in challenge difficulty). If you want to take this road, Drowning Your Secrets is the least painful/costly.
To raise SMEN further (up to the eventually needed 77) you’ll nee to find Mr Eaten’s Calling Card which will get you to Winking Isle. There you can raise SMEN as high as you want - it’s all luck challenges (no other cost). It might take a while on the isle, but you’ll get there eventually. You will need to have Watchful 200 (with gear) and SMEN of 21 to make any progress, though. To get the Calling Card, you either get one the expensive way (7 Searing Enigmas and lots of Proscribed Materials) when you reach SMEN 29 (via the God’d Editors card), or be gifted one by another player (there’s a thread here on the forums to request one).
That’s it for raising SMEN. As I said, new options will unlock on The Seeking Road as your SMEN increases. When the options open, you’ll want to choose either Hate or Grieve (needed to get to Winking Isle), to Chain, Scar and Stain your soul seven times, and to get the 7 special candles (each with it’s own cost - but getting any of these candles gives a point of SMEN by itself).
Good luck![/spoiler]
Thank you, Dov, that’s what I’ve wanted.
[li]
well uh
so is Fallout: Equestria, so idk if the wordcount suddenly makes the effort worthy of praise
[li]
well uh
so is Fallout: Equestria, so idk if the wordcount suddenly makes the effort worthy of praise[/quote]
I’d say FL’s writing is very good.[/li]
edited by Anne Auclair on 12/16/2016
What I always thought would make sense is using some exceptional stories to wrap up unfinished stories, and kill two birds with one stone. Use whatever resources would be spent on an ES to tie up loose ends. A plot line like returning to court from banishment would work really great as a built out ES. Obviously that means it would no longer be free, but I’d rather pay to see a story end than have it not end at all.
And there could still be content for free players too. Let’s say returning to court was written as a deluxe ES, but with a free branch that provided a somewhat more perfunctory but still satisfying ending. Paid players could get more lore, receive additional gameplay, additional ending options, exclusive items, get new cards for their deck, etc., but both free and paid would see the story concluded in some way. Maybe 40% of the ES would be free with the remaining 60% locked behind subscription or fate, but everybody would win whether they pay or not.
edited by Harlocke on 12/15/2016
Well, that would make FL a pay2play. "Here’s a free story, but if you want to finish the whole story, give us money!"
And that’s the main reason why I never support projects that use this approach. The satisfaction for the player comes when she/he/it reached the final conclusion, the end, the goal achieved, completion! I agree with payed content, but don’t mix them as someone that isn’t able to pay won’t be able to enjoy that craved satisfaction even if it’s free; it’s pay2finish/play.
I don’t like to quibble, but I believe the word you’re looking for is "they".
I don’t like to quibble, but I believe the word you’re looking for is "they".[/quote]
Haha, no worries, dear Sir! I wanted to add a spice from the game and was intended to add rubbery, colonist and so on. But as you see my RPing/creative part isn’t my strongest point!
I quite understand - but rubberies, tomb-colonists, and, indeed, those of mysterious and indeterminate gender are people too, and it’s impolite to call people “it” unless they’ve specifically asked you to! And, as my grandmother used to say, “be polite to a rubbery, and your day will be loverly.”
I believe “it” is the preferred pronoun for the Masters. Surely emulating them must be fashionable in some circles?
Anyway, I always thought “pay2finish” was the model that made most sense for games. After you’ve played a while, you can decide if the game is worth it or not. Once I’ve decided it’s worth money, I’d rather pay the full cost than be nickle-and-dimed over time.
Well, that would make FL a pay2play. "Here’s a free story, but if you want to finish the whole story, give us money!"
And that’s the main reason why I never support projects that use this approach. The satisfaction for the player comes when she/he/it reached the final conclusion, the end, the goal achieved, completion! I agree with payed content, but don’t mix them as someone that isn’t able to pay won’t be able to enjoy that craved satisfaction even if it’s free; it’s pay2finish/play.[/quote]
Maybe not pay2play, more like pay4more. I don’t think abruptly halting a free story with a pay gate is the right idea. But I think it’s fair to pay to unlock additional branches to the story, a wider variety of endings, better rewards.
For example, if there was a story about hunting a carnivorous lizard terrorizing the streets of London, the free branch might let you kill the lizard and pick which faction to give the body to in exchange for different monetary rewards like jade and rostygold. The additional locked branch would let you instead choose to capture the lizard alive and make it a companion, start an investigation to learn where the lizard came from, find the insane lizard farmer who bred the beast, learn what motivates him, and then choose to either turn him over to the authorities or keep his secret, both options adding a different useful card to your deck. Either way you get a completed story.
[li]
well uh
so is Fallout: Equestria, so idk if the wordcount suddenly makes the effort worthy of praise[/quote] I am fairly certain that I’m the inspiration for that comment. No regrets, FoE is coolio.[/li]