[quote=Six Handed Merchant]Assuming the universal outfit lock will be removed, I do think it’s worth using the outfit lock functionality for new (isolated) story content in the future.
I like the idea of having to choose a balanced outfit for use over a whole storylet, and it would make a lot of much-ignored multi-stat equipment useful again. As a limited game mechanic, it would be a fun challenge. :)[/quote]
This. This seems like the perfect solution to me. The functionality is awesome to have for the occasional change in pace, but it makes a lot of older content somewhat more tedious at best and frustrating and obnoxious at worst.
It is one thing to be forced to compromise with stats and inevitably made to face delays, failure and its consequences in the freely repeatable content. But a lot of things (Ambitions, many one-shot stories and most crucially, Exceptional stories) offer you one pass at playthrough and exploration of all the possibilities. Some have been written to offer various options different in flavour and/or functionality, dependent on your stats and qualities (such as BDR). Unlike in the new content, these options were often not meant or balanced to be mutually exclusive, but now they are. And in case of Exceptional Stories, you are literally going into these situations blind, without knowing which of the quality-giving items you will need or which stat check you really can’t afford to miss.
Missing out on lore, parts of stories or various rewards due to perceived inadequate signposting has repeatedly been the most loudly voiced complaint regarding Exceptional Stories or other one-shot content. This problem is magnified to the extreme by this change.
And while I get the intent of implementing greater realism, it does come up with its own inconsistencies. Case in point - Port Carnelian, which is set so that you need maxed out Persuasive to be competitive, and then you repeatedly run into one of the most challenging and punishing Watchful checks in the game. We are supposed to be the Governor of London’s colony, but we are incapable to change into a more suitable outfit for a meeting with a known enemy spy in our own house? What gives?
Anyway, I have full faith in FBG’s capacity of considering feedback, and it’s been made abundantly clear that there are few if any members of the player base who care for this sort of focus on balancing and optimizing gear along multiple axes more than for streamlined, user friendly game. I’m sure FBG will come up with an agreeable compromise, as they have done many times in the past.
edited by Aardvark on 7/30/2020