[quote=Kalix]Wow, I hate this already, and I didn’t even know about the Collection of Curiosities needing a Favour, all of which I lost because I drew the Rubbery Man conflict card today with no warning (I tend to forget the forums exist, and the only game notification I saw recently was for the FL trailer). I also lost 750 nodules of Deep Amber…
I always used to discard that card anyway because I really don’t want to leave even an imaginary person to die in a fire.
TLDR: I like Rubbery Men and Tomb Colonists, this new update seems hard to understand and irritating, is there any way around undiscardable cards?[/quote]
I’m sorry you were caught off guard. It’s happened to probably everyone using the forums here at least once. And yes, that kind of sucks. The mechanics of Fallen London aren’t static, however, and are constantly evolving. Every holiday this is brought home to people who thought things would never change. It is the norm. If it really bothers you then I recommend either: not forgetting the forums, or finding a more static game. There’s not much else to be done.
Your other complaint though, goes straight to the heart of the opportunity deck. The obvious answer is that a player isn’t supposed to get them so fast. The opportunity deck exists for good reason. It allows FBG to widen the potential pacing of potential story arcs, the rewards potential of stories, and create variation in anticipation/excitement when drawing.
If all stories were storylets, then the per-action would have to be super-tight. Like, "directly linked to your stat" tight. Otherwise everyone would just do each story once, and then do the most profitable thing thereafter. As it is, the variation in card rewards means, some you will use (because they are always profitable), and others will be discarded (allowing spare actions to use in storylets). Favors are super-duper-profitable. Some go as high as 4.13 Epa! That’s crazy high. If they were pinned, the entire economy would implode.
It also throttles progression granularly; limiting the rate you can increase Renown and forcing you to face real opportunity costs to prove your loyalty. If you turn favors to Renown (or just spend them), then the conflicts aren’t really a big problem.
From a RPing standpoint, the inability to grind favors makes sense. And from a wealth/progression standpoint, the Favors/Renown system is just hugely-out-of-control-profitable.
I’m sorry you hate it, but… it may be better thought out then first glances make it appear.
My oh my, in that discussion you’re so incredibly articulate and eloquent. Have you anything more insights on the matter?
edited by Cecil on 3/25/2016[/quote]
Just wanted to point out, that FBG seems to have changed some of their ideas about having all conflict cards be high end (possibly as a result of that thread). The Orphans/Docks card, shows that at least not all will wipe out a connection.
edited by MrBurnside on 3/26/2016